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PlayMaker Feedback => Feature Requests => Topic started by: Broken Stylus on May 18, 2021, 08:58:11 AM

Title: Enhanced Breakpoints
Post by: Broken Stylus on May 18, 2021, 08:58:11 AM
Enhanced Breakpoints

The current breakpoint technology only allows a pause (break) when the flow enters a state. No action is ran inside said state yet.
It is therefore an Entry Breakpoint and represented by a vertical red rectangle located inside the state, on its left edge.

Let's have more functions :


  1. Exit Breakpoint

Pauses the software when the flow exits a state.
Vertical rectangle located inside the state, on its right edge.


  2. Internal Breakpoints, AKA Action Breakpoints

To be inserted between two actions, or at the top or bottom of the action stack inside a state.
Therefore depending on where the user puts it, it will either pause the flow before it enters any action (top of the action stack), or before a specific action (inserted, therefore it will also double as a pause after the previous action has been exited), or after it has exited all actions (bottom of the stack, and only if the stack wasn't exited through a transition event earlier on by a former action).
It's represented by a little red square inside the state.
Now, imagine that the state rectangle's width represents the height of the action stack (all the actions inside the state on Y). It is literally the height of the stack that is taken into account here because some actions tend to be very small and some others very long and simply positioning the red square based on the action's place number would not reflect exactly where the action breakpoint appears in the stack. The red square would be positioned on X at the top of the state (right underneath the top edge). Simply put, if the action breakpoint is inserted somewhere in the middle of the stack, then the little square will appear at the middle top position inside the state's rectangle (50% or 0.5 on X). Think in terms of percentages of position. The "state rectangle's width" used here is understood as not including the little width spaces necessary for the left and right red rectangles, to avoid an overlap: the red squares' space must be exclusive.
The maximum number of action breakpoints is n+1 where n = the number of actions in the stack.


  3. Conditional Breakpoints

That one is a bit tricky but I think it could be valuable.
Title: Re: Enhanced Breakpoints
Post by: Broken Stylus on November 03, 2021, 07:57:54 AM
Sometimes I wish I could observe a specific instance of a prefab by using breakpoints without having to break the "purity" of its "instanceness" if I may say so.

Fiddling with the revert option is risky and not convenient at all. I do not wish to disconnect the instance from its prefab model.

Would it be possible to add breakpoints without disconnecting the instance?
It would be very helpful!