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Messages - ch1ky3n

Pages: [1] 2 3 ... 13
1
Share New Actions / Re: BTAGGED actions
« on: May 06, 2021, 12:30:06 PM »
Found a bug on HasTag action and fixed it

2
PlayMaker Bug Reporting / Re: Variable Changes When Modding Prefab
« on: May 03, 2021, 09:54:40 PM »
New update today, contains fixed variable changes when editing prefab.
Yay!

3
PlayMaker Bug Reporting / Re: Variable Changes When Modding Prefab
« on: May 03, 2021, 09:52:12 AM »
I can confirm that it also happens in regular FSM (Non-Prefab) when you try to change the variable type from game object to string. At least, that what happened to me. All the variables in the actions are replaced with variable below them (On the variable list) them.

a is replaced by b
b is replaced by c
c is replaced by d
etc

4
1. Make a Prefab contains many children (Used for referencing)
2. Make an FSM that trying to manipulate those children
3. Add a couple of scripts to modify the scale/transform/Sprite renderer color
4. Cache some of the children's objects and drag some of them into the action's gameObject field directly.
5. Drag the prefab into the scene 5-6 times
6. Then modify the original prefab by adding some actions/deleting some
7. Try to do this couple of time
8. After a while, check the instantiated prefab (#5)
9. Somehow, It replaces those direct references to some cached variable and vice versa.
10. Removing the scene prefabs and replace them with the original prefab solves the problem

In the screenshot below, I just add new action inside the original prefab
then when I check the scene prefab
the variable changes from objParentBrick > ObjMonitor.

EDIT: I only test the GameObject variable. Make sure to go to PlayMode at least once to see the bug changes the variable

5
Share New Actions / Detect sides from Box2d Collider
« on: April 23, 2021, 03:14:34 AM »
This action will detect which side (Up, Bottom, Left, Right) of the collision and send FsmEvent accordingly

I used the original collision2dEvent action and modified it only when the collision enter.



6
Share New Actions / Compare multiple Bool from other FSM
« on: April 21, 2021, 11:12:35 AM »
Basically, it is comparing multiple bools from another FSM and check if all conditions have been met.

I tried to find it on the ecosystem, but couldn't find one.


7
Share New Actions / Re: BTAGGED actions
« on: April 21, 2021, 07:50:26 AM »
Here the actions again

8
Share New Actions / Re: BTAGGED actions
« on: April 17, 2021, 02:36:46 PM »
Hi djay,

I did leave some notes on my review at the asset store. Just wanted to contribute some stuff for the communities  :)

It should work fine, Cuz i used the asset for my project and there is no problem so far

9
Share New Actions / BTAGGED actions
« on: April 17, 2021, 08:32:38 AM »

10
Share New Actions / Sprite Flash Actions
« on: April 15, 2021, 11:58:27 AM »

11
PlayMaker Help / Re: Fsm Template
« on: March 06, 2021, 11:46:54 AM »
That's weird, I tried the new runFsm and the template is disabling itself after entering play-mode regardless of whether everyframe or !everyframe.
mY action is just float operator of moveRight - moveLeft = result
(The value doesn't change too)

throw nullRefException:

Code: [Select]
NullReferenceException: Object reference not set to an instance of an object
HutongGames.PlayMaker.FsmTemplateControl.UpdateInputs () (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/CustomActionTypes/FsmTemplateControl.cs:259)
HutongGames.PlayMaker.Actions.RunFSM_New.OnEnter () (at Assets/PlayMaker/Actions/StateMachine/RunFSM_New.cs:67)
HutongGames.PlayMaker.FsmState.ActivateActions (System.Int32 startIndex) (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:222)
HutongGames.PlayMaker.FsmState.OnEnter () (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:192)
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:3070)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:3009)
HutongGames.PlayMaker.Fsm.UpdateStateChanges () (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2942)
HutongGames.PlayMaker.Fsm.Start () (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2166)
PlayMakerFSM.Start () (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:591)

Quote
There are a couple of concepts I'd like to make clearer in RunFSM and would love feedback on:

- Every Frame really means restart when finished. I tried to re-use the Every Frame concept from other actions, but I think this was a mistake. It should probably be labelled "Restart FSM When Finished". What do you think?

- Do we need options for "Update Inputs Every Frame" and "Update Outputs Every Frame" or is that just expected behavior? Are there situations where you don't want to update inputs/outputs every frame? There is a small performance benefit to not updating inputs if you know they're not changing...

For me, I treat template like a collapsed version of the many states inside it, so if the states was designed to return to the state 1, then the template will run forever. But maybe i was wrong about the template general concept.

12
PlayMaker Help / Re: Fsm Template
« on: March 05, 2021, 12:01:25 AM »
OK got it,

It should be insanely powerful if it can update every frame.

13
PlayMaker Help / Fsm Template
« on: March 04, 2021, 03:37:38 PM »
Not sure if this is a bug or intended
basically,

1. I made a template which is only "Float Add value A + Value B", where value B is exposed as an Input Variable

2. Then I delete it and use it in Run Fsm,

3. On Fsm Action, I have to put a value on the exposed Value B.

4. It works if I put a direct value on it. It is also worked if I enter the variable value beforehand.

5. However, When I eased a variable from 0-10, it will stays 0 and if I put ease float 5-10 it will stays 5.

6. Did a couple of tests with add value, set fsm float, but it won't change, so it can't be changed once the fsm template is running. It only accepts the initial value of the variable before running the fsm.

Hope someone can confirm if this is the case.

PS: I try with or without everyframe both on the template and FSM that run the template and no luck



14
PlayMaker Help / List to Array
« on: February 28, 2021, 01:12:45 AM »
Can anyone help me inspect whether this is the right way to convert from a list to
FSM array. This is a 3rd party store called "BTagged" it works really fast.

Code: [Select]
//Created by Ch1ky3n

using BOC.BTagged;
using UnityEngine;
using System.Collections.Generic;


namespace HutongGames.PlayMaker.Actions
{
[ActionCategory("BTagged")]
[Tooltip("Find all game objects with specific tag and store it in Fsm Array")]
public class TaggedFindManyGameObjectsByTag: FsmStateAction
{

[RequiredField]
[UIHint(UIHint.Variable)]
[Tooltip("The Array Variable to use.")]
[ArrayEditor(VariableType.GameObject)]
public FsmArray array;

[Tooltip("the tag")]
public Tag tag;

private List<GameObject> List;

public override void Reset()
{
array = null;
tag = null;

}

public override void OnEnter()
{
var query = BTagged.Find(tag);
List = query.GetGameObjects();

for (int i = 0; i < List.Count; i++)
{
array.Resize(array.Length + 1);
array.Set(array.Length - 1, List[i]);
}

Finish();
}

}
}
?

It works, but I'm not sure if this is the right way to do it. Especially when performing against many objects.

also, is it better to do it with The Array List Proxy? if so can anyone help me on how to do it?

Thank you in advance!

15
General Discussion / Re: FSM Template Sub Forum
« on: February 19, 2021, 07:15:57 PM »
yeah, I think Templates are gonna be game-changing for this edition. It would be like their PMaker asset store lol

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