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Messages - Krileon

Pages: [1] 2 3 ... 8
1
Share New Actions / Re: Tidy Tile Mapper
« on: January 30, 2015, 03:57:36 PM »
I've no idea. I haven't used Tidy Tile Mapper in like a year. I use Rotorz Tile Mapper now.

2
General Discussion / Re: Will we ever see proper array support?
« on: August 10, 2014, 08:23:07 PM »
Awesome! Looking forward to 1.8.0 then :)

3
General Discussion / Will we ever see proper array support?
« on: August 10, 2014, 12:01:26 PM »
Is there an array variable type planned? Will we ever be able to use arrays or simple lists without having to use ArrayMaker and its proxy script? I'd really like to see internal support for arrays, which would bring significantly more usability.

4
PlayMaker Help / Re: OnPostRender
« on: July 13, 2014, 11:20:55 AM »
Yeah, did some digging and came to same conclusion. Thank you! Will just go ahead with keeping my post process as a separate script and pass variables to it from my FSM, which is working fine now.

5
PlayMaker Help / OnPostRender
« on: July 13, 2014, 09:11:12 AM »
I'm trying to attach an FSM to the main camera that has OnPostRender within it and some variables are set from PM. However, OnPostRender doesn't seam to work at all when inside of the action. Any suggests on getting this to work in an FSM? The below is my current code.

Code: [Select]
using UnityEngine;
using Rotorz.Tile;

namespace HutongGames.PlayMaker.Actions {
public class RTSysPreviewContext : MonoBehaviour, IBrushContext {
public TileSystem TileSystem;
public int Row;
public int Column;
public Brush Brush;

TileSystem IBrushContext.TileSystem {
get { return TileSystem; }
}

int IBrushContext.Row {
get { return Row; }
}
int IBrushContext.Column {
get { return Column; }
}

Brush IBrushContext.Brush {
get { return Brush; }
}
}

[ActionCategory("Rotorz Tile System")]
public class RTSysPreview : FsmStateAction {
[ObjectType(typeof(TileSystem)), Tooltip("The Tile System component. Not needed if System GameObject is used.")]
public FsmObject systemObject;
[Tooltip("Game Object reference to Tile System. Not needed if System Object is used.")]
public FsmOwnerDefault systemGameObject;
[RequiredField, ObjectType(typeof(Brush))]
public FsmObject brushObject;
[RequiredField]
public FsmInt row;
[RequiredField]
public FsmInt column;
[RequiredField]
public FsmMaterial material;

private Object previousOSystem;
private GameObject previousGoSystem;
private TileSystem system;
private Brush brush;

public override void Reset() {
systemObject = new FsmObject { UseVariable = true };
systemGameObject = null;
brushObject = new FsmObject { UseVariable = true };
row = new FsmInt { UseVariable = true };
column = new FsmInt { UseVariable = true };
material = new FsmMaterial { UseVariable = true };
}

public override void OnUpdate() {
if ( systemObject.Value == null ) {
var goSystem = Fsm.GetOwnerDefaultTarget( systemGameObject );

if ( goSystem == null ) {
return;
}

if ( goSystem != previousGoSystem ) {
system = goSystem.GetComponent<TileSystem>();
previousGoSystem = goSystem;
}
} else {
if ( systemObject.Value != previousOSystem ) {
system = systemObject.Value as TileSystem;
previousOSystem = systemObject.Value;
}
}

if ( system == null ) {
return;
}

if ( brushObject.Value == null ) {
return;
}

brush = brushObject.Value as Brush;
}

void OnPostRender() {
if ( brush != null ) {
ImmediatePreviewUtility.Matrix = system.transform.localToWorldMatrix;

RTSysPreviewContext context = new RTSysPreviewContext();

context.Brush = brush;
context.Column = column.Value;
context.Row = row.Value;
context.TileSystem = system;

TileData tile = system.GetTile( row.Value, column.Value );

brush.OnDrawImmediatePreview( context, tile, material.Value, brush );
}
}
}
}

6
PlayMaker Help / Re: Template action usages not being found
« on: May 18, 2014, 07:37:26 PM »
Submitted a bug ticket regarding this.

7
Yup, bug ticket submitted.

8
PlayMaker Help / Template action usages not being found
« on: May 18, 2014, 01:34:27 PM »
If you use an Action in a template then the action browser does not show the usages from those templates. Even if you're editing the template and in the action browser it still won't show the actions as being used in that template. Is there any way to get it to parse through templates and check for action usage? Is this planned behavior? Can it be implemented if it's not?

9
If your action has an FsmVar and you add/remove/edit another variable (with no relation to the FsmVar) it causes the FsmVar values to reset. This is a HUGE problem if you need to fix a bug or add another variable that has nothing to do with the FsmVar as it causes the FsmVar to completely lose its values (resets to Float: None). Example as follows.

FROM:
Code: [Select]
[RequiredField, UIHint(UIHint.Variable)]
public FsmVar variable;
[RequiredField]
public FsmString path;
TO:
Code: [Select]
[RequiredField, UIHint(UIHint.Variable)]
public FsmVar variable;
[RequiredField]
public FsmString path;
public FsmBool encrypt;

Adding the "encrypt" variable that has nothing to do with "variable", which is an FsmVar still causes any usages of the action to lose its values for "variable". This causes a nightmare of issues as you have to scan through all your FSMs, find the usages, and manually fix them.

10
PlayMaker Help / Re: Template debugging out of sync
« on: May 18, 2014, 01:25:17 PM »
No, the Templates don't have the missing actions it's complaining about. I've done the following

1. Create New Actions
2. Add Usage of New Actions
3. Remove Old Action Usage
4. Delete Old Actions

The old actions don't exist and are not used anymore. However, the template keeps complaining that they're missing. It's complaining about actions that are not used and do not exist; it's pure madness!

Code: [Select]
Setup: Level Menu: Save Level: MissingAction: Could Not Create Action: EZSaveSaveVariable (Maybe the script was removed?)
UnityEngine.Debug:LogError(Object)
HutongGames.PlayMaker.ActionReport:LogError(PlayMakerFSM, FsmState, FsmStateAction, Int32, String, String)
HutongGames.PlayMaker.ActionData:LogError(String)
HutongGames.PlayMaker.ActionData:CreateAction(FsmState, Int32)
HutongGames.PlayMaker.ActionData:LoadActions(FsmState)
HutongGames.PlayMaker.FsmState:LoadActions()
HutongGames.PlayMaker.Fsm:InitData()
HutongGames.PlayMaker.Fsm:Init(MonoBehaviour)
PlayMakerFSM:Init()

Code: [Select]
Could Not Create Action: Setup: Level Menu: Save Level: EZSaveSaveVariable (Maybe the script was removed?)
UnityEngine.Debug:LogError(Object)
HutongGames.PlayMaker.ActionData:CreateAction(FsmState, Int32)
HutongGames.PlayMaker.ActionData:LoadActions(FsmState)
HutongGames.PlayMaker.FsmState:LoadActions()
HutongGames.PlayMaker.Fsm:InitData()
HutongGames.PlayMaker.Fsm:Init(MonoBehaviour)
PlayMakerFSM:Init()
PlayMakerFSM:SetFsmTemplate(FsmTemplate)
FsmComponentInspector:RefreshTemplate() (at Assets/PlayMaker/Editor/FsmComponentInspector.cs:395)
FsmComponentInspector:OnEnable() (at Assets/PlayMaker/Editor/FsmComponentInspector.cs:44)

The above is thrown to console when clicking the gameobject that has my template or clicking to edit the template. The action it is complaining about does not exist and is not being used.

What's even worse is one of them is complaining about an action that doesn't exist, isn't used, and is on a state that doesn't exist anymore. I must be taking crazy pills, losing my mind, or the error checking is going bonkers.

This is only an issue for templates.

11
PlayMaker Help / Re: Template debugging out of sync
« on: May 18, 2014, 06:29:16 AM »
Yes, I've saved multiple times and it still does it. For some reason it still thinks my template contains the no longer used and deleted actions, but it doesn't.

12
PlayMaker Help / Re: Template debugging out of sync
« on: May 17, 2014, 04:54:14 PM »
Ok, that only lasts for my current session. If I exist Unity and open Unity the issue is back. Very annoying.

13
PlayMaker Help / Re: Template debugging out of sync
« on: May 17, 2014, 04:51:27 PM »
Nevermind, finally got it. Had to refresh every template on the object instead of just the one that changed. Weird.

14
PlayMaker Help / Template debugging out of sync
« on: May 17, 2014, 04:49:59 PM »
I'm getting slammed with dozens of "Missing Action" errors from my templates. I created a new action to do what I'm wanting, setup the new action, removed the old action from the template, then deleted the action from my project. Yet it's flipping out that an action is missing in my template. How do I shut this thing up? My templates are working fine so I don't understand why it's doing this.

15
PlayMaker Help / Re: Action name separate from class name
« on: April 18, 2014, 05:15:06 AM »
Any luck finding it? If not is there any chance this can get implemented?

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