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Topics - Nimred

Pages: [1]
1
Feature Requests / UIHint.TextArea
« on: February 07, 2016, 04:54:04 AM »
I'm using Playmaker as a dialogue editor, with a custom action to open a dialogue text box in my game.

It was a bit annoying to edit the dialogue texts on a single line, so I was happy to find out the existence of UIHint.TextArea.

Unfortunately, when I use it on my string variable, it makes a bigger box but the text still remains on a single line. I can manually add new lines, but over hundreds (thousands?) of dialogue actions, that's going to get crazy.

Would it be possible to have horizontal wrapping on the text field when using UIHint.TextArea, rather than horizontal overflow?

2
Playmaker Help / Arrays with custom class?
« on: January 29, 2016, 03:35:29 AM »
Hi,

In a custom action I'm writing, a callback will be triggered with a custom event type provided by my internal code. For example, callback(MyEventType.ThisHappened).

Depending on this event type, I would like to trigger different FsmEvents, that would have to be defined in an array variable, as an action parameter... For example, { (MyEventType.ThisHappened, onThisHappened), (MyEventType.ThatHappened, onThatHappenedInstead) }

I tried using FsmArray, but I have only been able to make it work with simple Fsm* types; I understand it won't work with non-playmaker types because the variable types are not supported by the UI. But how about a custom class that contains only an FsmEnum and an FsmEvent, which are supported by the UI?

I would like to do something like this:

Code: [Select]
public class EventAssociation
{
    [ObjectType(typeof(MyEventType))]
    FsmEnum internalEventType;
    FsmEvent matchingFsmEvent;
}

[ArrayEditorAttribute(typeof(EventAssociation))]
public FsmArray callbackEvents;

Is there any way to make this work within the playmaker action?

Pages: [1]