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Messages - Palanysamy

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1
PlayMaker Help / Re: SEND EVENT DATA FROM C# SCRIPT
« on: August 15, 2014, 07:06:37 AM »
30+ hahahahahaha.

have a great weekend Jean.

2
PlayMaker Help / Re: SEND EVENT DATA FROM C# SCRIPT
« on: August 14, 2014, 02:28:54 PM »
When I grow up I want to be like you. It works!

Thanks!

P.

3
PlayMaker Help / Re: SEND EVENT DATA FROM C# SCRIPT
« on: August 10, 2014, 01:06:11 PM »
Hello Jean,
I tried your suggestion by creating a fsmeventdata instance and setting the damage value, and then typing HutongGames.PlayMaker.Fsm,EventData = myFsmData; right before the fsm.event(¨applyDamage¨) but I only get the following error which causes Unity to slow down :
NullReferenceException: Object reference not set to an instance of an object
HutongGames.PlayMaker.Fsm.SetEventDataSentByInfo ()
HutongGames.PlayMaker.Fsm.Event (HutongGames.PlayMaker.FsmEventTarget eventTarget, HutongGames.PlayMaker.FsmEvent fsmEvent)
HutongGames.PlayMaker.Fsm.Event (HutongGames.PlayMaker.FsmEvent fsmEvent)
HutongGames.PlayMaker.Actions.Wait.OnUpdate () (at Assets/PlayMaker/Actions/Wait.cs:57)
HutongGames.PlayMaker.FsmState.OnUpdate ()
HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state)
HutongGames.PlayMaker.Fsm.Update ()

The file you suggested to check on doesnt help me much, could you provide a working example of how to send data with an event from script. In this particular issue I really need to do it by script.

Thanks in advance.

4
PlayMaker Help / Re: SEND EVENT DATA FROM C# SCRIPT
« on: August 05, 2014, 04:37:13 AM »
Thank you Jean, I´ll give it a try.
Cheers,
P.

5
yeah I did it with a script as well, seems you got much more control with it.

6
PlayMaker Help / Re: duplicating objects at certin areas
« on: August 01, 2014, 11:51:24 AM »
Work with prefabs and spawn points plus make a loop with a counter.

7
Do a compare with the particle system name and trigger events based on it.

8
PlayMaker Help / SEND EVENT DATA FROM C# SCRIPT
« on: August 01, 2014, 03:25:54 AM »
Dear all,
I have no problems to send events from script but I am having a hard time to send event data to a FSM. With Playmaker is very easy with actions set event data and get event data, but I am unable to set a float data to this fsm from script.

The state is triggered by the public event ¨DEAL DAMAGE¨, inside this state I have the action Get Event Info, with the Get Float Data set to variable ¨damage¨. How can I set this ¨damage¨ variable value from a C# Script? I have been searching the whole forum but nothing helped me.

Code: [Select]
behavior.Fsm.EventData.FloatData = damage;

with that code I get Static member `HutongGames.PlayMaker.Fsm.EventData' cannot be accessed with an instance reference, qualify it with a type name instead.

How is this done please, there is nothing about it in the API reference.

Best Regards,

9
PlayMaker Help / Re: Keep GUI Object/Cursor in Screen
« on: November 10, 2013, 04:55:42 PM »
figured it out!
get axis horizontal,
get axis vertical
add them to empty var. ¨horizontal¨ and ¨vertical¨
clamp horizontal and vertical with screenwidth and screenheight,
set position, leaving vector empty and X with horizontal and Y with vertical.


10
PlayMaker Help / Re: Keep GUI Object/Cursor in Screen
« on: November 10, 2013, 02:08:18 PM »
thanks Bjakuja!
this works good with a mouse, but not with joystick/thumbstick. I use the joystick input maginude to add it to the cursor s position vector. But i can´t figure how to prevent the cursor going out of the screen.

11
PlayMaker Help / Keep GUI Object/Cursor in Screen [SOLVED]
« on: November 10, 2013, 10:35:01 AM »
Good afternoon!
I created a custom cursor that is controlled by Joystick. The problem I am facing is to keep the cursor inside the screen´s borders. So far I did:
I did:
Float clamp taking screen height and screen width into cursorheight and cursor width, and comibed these 2 floats in a new vector 3. But I dont know how to proceed from here (I tried vector3 clamp magnitude, but this just keeps the cursor in a circle)
Any hint, suggestion?

12
PlayMaker Help / Re: How to Create Custom Cursor Joystick/Thumbpad/Gamepad
« on: November 08, 2013, 07:39:36 PM »
Hi,
I can now move the cursor around with the joystick :
[Get Axis Vector]
store vector : inputVector
------------------------------
get position: position
-----------------------------
input vector + position
-----------------------------
This works perfectly. But I went to the second part, which is to keep the cursor in screen, I did:
Float clamp taking screen height and screen width into cursorheight and cursor width, and comibe these 2 floats in a new vector 3. But I dont know how to proceed from here (I tried vector3 clamp magnitude, but I just keep the cursor in a circle)
Any hint, suggestion?
MAny Thanks,
P.

13
PlayMaker Help / Re: How to Create Custom Cursor Joystick/Thumbpad/Gamepad
« on: November 05, 2013, 02:35:10 AM »
makes all the sense of the world Jean, thanks, I will try it as soon as I get home. Once that is done, I am thinking, how to keep the cursor on screen? with ScreenHeight ScreenWidth?
P.

14
Hello people,
I am doing a game where you basically need to click on objects moving the cursor. It´s all done already for mouse, but I would like to do it for gamepad/joystick as well and I am unable to do it.
For Mouse, I use the following actions:
Get Mouse Y
Get Mouse X
Screen To World Point
Look at

For my attempts regarding gamepad/joystick, the same but instead of get mouse I use Get Axis (Horizontal and Vertical) but no good results?

How can I emulate mouse cursor with Joystick?
Thanks!

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