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Topics - jrDev

Pages: [1] 2
1
PlayMaker Help / Adding action from Editor Script (SOLVED)
« on: April 28, 2020, 09:04:29 PM »
Hello,

Is there a way to add an action from my own Editor Window to the selected state? Can I write a script to make this happen?

Thanks,
jrDev

2
PlayMaker Bug Reporting / Deleting Event from Events Window throws error
« on: January 01, 2020, 09:33:49 PM »
Hello,

I get this error when I delete an event from the Events Window.

InvalidOperationException: Collection was modified; enumeration operation may not execute.
System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) (at <567df3e0919241ba98db88bec4c6696f>:0)
System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () (at <567df3e0919241ba98db88bec4c6696f>:0)
System.Collections.Generic.List`1+Enumerator[T].MoveNext () (at <567df3e0919241ba98db88bec4c6696f>:0)
HutongGames.PlayMakerEditor.GlobalEventsWindow.DoEventTable () (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/GlobalEventsWindow.cs:287)
HutongGames.PlayMakerEditor.GlobalEventsWindow.DoGUI () (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/GlobalEventsWindow.cs:133)
HutongGames.PlayMakerEditor.BaseEditorWindow.OnGUI () (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/BaseEditorWindow.cs:117)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <567df3e0919241ba98db88bec4c6696f>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <567df3e0919241ba98db88bec4c6696f>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <567df3e0919241ba98db88bec4c6696f>:0)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:359)
UnityEditor.HostView.Invoke (System.String methodName) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:353)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:329)
UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect, System.Boolean floatingWindow, System.Boolean isBottomTab) (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:374)
UnityEditor.DockArea.OldOnGUI () (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:341)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:298)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:483)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:466)
UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:447)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/Events/MouseCaptureDispatchingStrategy.cs:93)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:280)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:156)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/Panel.cs:190)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:255)
UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:78)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at /Users/builduser/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

Thanks,
jrDev

3
General Discussion / Can I Disable the "Click To Edit Template" step?
« on: December 17, 2019, 07:48:19 PM »
Hello,

I know this step is good to have but I would like to be able to skip this clicking step. Is there currently an option to turn this off?

Thanks,
jrDev

4
Hello,

I am getting this error when I use either GetFsmArray or SetFsmArray. The weird issue is that I have used these actions before in another part of the project I and don't get the error. Current use case is that I am looping through an array of gameobjects and the current index object I try to retrieve and set an array from it's fsm. Any insight?

Thanks,
jrDev

5
PlayMaker Help / Deleting Actions In State
« on: November 07, 2019, 09:15:59 AM »
Hello,

Is there a way to delete all actions that are disabled in a state? Doing them one by one is time consuming but I only see the Delete All Actions button. Is there a Delete All Disabled Actions button?

Thanks,
jrDev

6
PlayMaker Help / PUN actions naming conventions.
« on: October 31, 2019, 08:09:42 AM »
Hello,

This is primarily directed and @jeanfabre. What I want to know if the naming convention of the PUN Actions with the script name using "Pun" and the action name using "PhotonNetwork" was intentional. Eg PunGetPlayerProperties.cs and "public class PhotonNetworkGetPlayerProperties : FsmStateAction" using these names. It seems rather weird that this would be intentional since you can't "Find" or "Edit" script because the names are different and Unity will throw an error. Please look into this and fix with update to Ecosystem.

Thanks,
jrDev

7
PlayMaker Help / UI Click Event Bug?
« on: October 25, 2019, 08:15:01 AM »
Hello,

After I copied the component values of one button's FSM component to another button's FSM component, it doesn't seem to work. Why is this?

Thanks,
jrDev

9
PlayMaker Help / pun 2 OnPhotonInstantiate Event?[SOLVED]
« on: August 28, 2019, 07:07:31 AM »
Hello,

I am using PUN2 and I can't find he OnPhotonInstantiate event to use. Am I supposed to create one myself since I thought the Proxy has them already?

Thanks,
jrDev

10
Hello,

So in addition to the error I have with PhotoPlaymakerProxy in the other thread, whenever another client joins a room I get this error:

Observed scripts have to implement IPunObservable. PlayMaker Photon Proxy (HutongGames.PlayMaker.Pun2.PlayMakerPhotonProxy) does not. It is Type: HutongGames.PlayMaker.Pun2.PlayMakerPhotonProxy
UnityEngine.Debug:LogError(Object, Object)
Photon.Pun.PhotonView:SerializeComponent(Component, PhotonStream, PhotonMessageInfo) (at Assets/Photon/PhotonUnityNetworking/Code/PhotonView.cs:368)
Photon.Pun.PhotonView:SerializeView(PhotonStream, PhotonMessageInfo) (at Assets/Photon/PhotonUnityNetworking/Code/PhotonView.cs:330)
Photon.Pun.PhotonNetwork:OnSerializeWrite(PhotonView) (at Assets/Photon/PhotonUnityNetworking/Code/PhotonNetworkPart.cs:1520)
Photon.Pun.PhotonNetwork:RunViewUpdate() (at Assets/Photon/PhotonUnityNetworking/Code/PhotonNetworkPart.cs:1449)
Photon.Pun.PhotonHandler:LateUpdate() (at Assets/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:143)

So why doesn't the PlaymakerProxy not have the IObservable? Need help please @jeanfabre

Thanks,
jrDev

11
PlayMaker Bug Reporting / Photon Simple Connection error [Solved]
« on: August 21, 2019, 12:27:03 AM »
Hello,

I have been getting this error when trying to test the SimpleConnection demo:

InvalidOperationException: Collection was modified; enumeration operation may not execute.
System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) (at <a8ed250850854b439cedc18931a314fe>:0)
System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () (at <a8ed250850854b439cedc18931a314fe>:0)
System.Collections.Generic.List`1+Enumerator[T].MoveNext () (at <a8ed250850854b439cedc18931a314fe>:0)
HutongGames.PlayMaker.Pun2.PlayMakerPhotonProxy.SanitizeGameObject (UnityEngine.GameObject go) (at Assets/PlayMaker PUN 2/Scripts/PlayMakerPhotonProxy.cs:193)
HutongGames.PlayMaker.Pun2.PlayMakerPhotonGameObjectProxy.Awake () (at Assets/PlayMaker PUN 2/Scripts/PlayMakerPhotonGameObjectProxy.cs:67)

Any ideas?

Thanks,
jrDev

12
General Discussion / Sending Event with Script not working
« on: August 08, 2019, 12:17:02 AM »
Hello guys,

I am trying to send event through scripting but it doesn't seem to trigger in the FSM.

Code: [Select]
    public void EndTurn()
    {

        GameObject gameManager = GameObject.FindGameObjectWithTag("Game Manager");

        PlayMakerFSM gameManagerFSM = PlayMakerFSM.FindFsmOnGameObject(gameManager, "Turn Manager");
        PlayMakerUtils.SendEventToGameObject(gameManagerFSM, gameManager, "Manually End Player Turn");

        Debug.Log("Called " + gameManager + " " + gameManagerFSM);
    }

The debug log fires but the fsm event does not. I checked the spelling of the event too.

Thanks,
jrDev

13
PlayMaker Help / Custom Action Editor Null Reference Using Action Preview
« on: December 20, 2017, 12:03:26 PM »
Hello,

I created a custom action editor for my custom action because I wanted to use sliders to adjust values. The action editor properly works but when preview is true while in the Action Browser I get a null reference error that leads back to using EditorGUI.IntSlider.

Is this a bug? Any help is appreciated.

Thanks,
jrDev

14
PlayMaker Help / Have Custom Action Editor show FSM fields?
« on: May 11, 2017, 08:46:46 AM »
Hello,

I am creating a custom action editor for a custom action and would like to be able to use the editor fields that the normal Playmaker actions use, so I can use an fsm variable if I want. Any way to to do this?

Thanks,
jrDev

15
PlayMaker Help / Custom Class FSMArrays
« on: September 19, 2016, 08:28:12 PM »
Hey,

So I am trying to have playmaker automatically set the type of variable that I asked for in a code like this:

Code: [Select]
[ArrayEditor(typeof(LogStatement))]
public FsmArray logs;

This once worked in the previous version of Playmaker, all I needed to do was click 'New Variable' and it wouldve created the variable of that class type. Is there something I am missing why this isn't working anymore?

Thanks,
jrDev

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