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Feature Requests / FSM relationship screen/window
« on: January 15, 2020, 08:32:54 AM »
I wonder if you could make a screen similar to an FSM, but sort of a global view of how all of your FSMs are related to each other. As of late I have been trying to get a global view of what I have created, and there are pieces here and there like the events window. But I would love to feel like I could see and drill down somewhere in an all in one window. I think the disconnect for me is with code you can organize it in folders and the IDE lets you hop around from one thing to another. I realize that playmaker is not code, but there is a disjointed feeling because navigation requires you to go to different windows to figure out different things. Not that there should only be one window, I hope you get my meaning. I do find that I am starting to think in playmaker as much as in code. I am really enjoying it.

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PlayMaker Help / Re: Renaming Global events
« on: January 14, 2020, 10:24:33 AM »
Happy to report: 6 Global events renamed in 22 places, tested after each state was renamed. wWorks perfectly! Thank you for helping me add clarity to my project! The Events Window helped me to track where I needed to rename things. It does not update immediately upon the change. Going to a specific FSM seemed to trigger the events to update in the window. Once I caught on to that, it was much smoother to be sure I was catching all the events. Super happy I can give things better names! Thanks Jean!

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PlayMaker Help / Re: Renaming Global events
« on: January 14, 2020, 08:04:41 AM »
Thanks Jean!

I plan to go SLOW, but this gives me confidence. I will report back as to how well it goes.


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PlayMaker Help / Re: Renaming Global events
« on: January 11, 2020, 12:18:44 PM »
I understand what you are saying. My original question is about renaming events. you can check a box and make an event global. currently, you are not allowed to rename an event when it is global, the name textbox is greyed out. I posted my workaround.

You spoke about global variables, and I explained that I have some - which I will eventually get rid of, but I also have an FSM that acts as a manager like you describe.

also, your message footer is broken.

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PlayMaker Help / Re: Renaming Global events
« on: January 11, 2020, 11:44:40 AM »
These are events, not variables. I have a handful of global variables, but they are all booleans. I would like to move away from them. Initially, I had FSMs waiting on the global bools to flip over, but as I've learned to broadcast events to other FSMs, I think I can move those global variables to events. and be rid of them all together. I also have an FSM that holds local variables that I check for things.

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PlayMaker Help / Renaming Global events
« on: January 11, 2020, 11:07:03 AM »
I know the whole forum says this is not supported. I have a workaround question, I just want to know if my workaround is messing something up under the hood.

1. find global event in events list of FSM.
2. uncheck the global checkbox
3. this allows you to rename the event
4. after renaming the event, check the global check box again.

Does this get around the issue, or would localizing a global event create it's own set of issues?

My events are so many from when I started I need to come up with a new naming scheme for the globals, I am using a color code for when an event is coming or going to a different FSA, but I just got myself into a situation where I want to be able to tell them apart better. My plan is to use Topic\event for the name, but I don't want to go down this path if I'm going to cause a lot of issues for myself.

Thanks!

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PlayMaker Help / Re: List of events and FSMs and the whole enchilada
« on: January 10, 2020, 02:30:02 PM »
Right clicking an event in the events browser will give you a list of all FSMs that use that event, global or not. I don't know if I can get a spreadsheet or get this in any format, but it's a start.

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PlayMaker Help / List of events and FSMs and the whole enchilada
« on: January 09, 2020, 09:18:05 PM »
I have a global event I call broadcast all on, is there any way to get a list of FSMs/States that contain the stuff waiting on that call? even if it's a document outside of unity. Just something I can search.

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PlayMaker Help / Re: Wait
« on: December 10, 2019, 08:39:06 PM »
sure, like I have a wait that is waiting for oculus touch button down. but I want to ADD also accept xbox controller button1 or spacebar. it seems like I can only wait for a single specific input instead of a mouse, keyboard or controller input. this is just for testing, I don't want to rework all of my inputs to use a mouse click and then have to put them all back the way they were for VR input. I figured this was an easy thing I was missing, Wait for A or B.

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PlayMaker Help / Wait
« on: December 10, 2019, 06:37:20 PM »
I can't figure out how to approach this. I'm sure somebody somewhere has done this. I have a VR game, I am out of town so I didn't bring the headset. So I'd like to add something to where I wait for controller input so that I can simulate it with literally any other kind of input. So I was initially thinking wait for A or B. I'm sure people have things where you could press more than one button to start something. I'm making this harder than it has to be right?

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PlayMaker Help / Re: global states sanity check
« on: November 11, 2019, 11:51:18 PM »
Thanks Jean!

I also color coded my calls that go out to the global states, much easier to see! And I found the FSM timeline log today, exactly what I need to keep track of whats going on!

Appreciate the reply!

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PlayMaker Bug Reporting / Fullscreen pops windows away
« on: November 11, 2019, 10:16:11 AM »
Adjusted fullscreen hotkey/shortcut to just be spacebar.

tried timeline log and FSM Log, windows disappear. Seems to be the Log windows.

Ecosystem, and Playmaker editor both maximize properly.

Unity 2019.2.11f1
Playmaker 1.9.0 <- you should change this font to white on the welcome window.

console error when windows disappear:
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.WindowLayout.MaximizePresent (UnityEditor.EditorWindow win) (at C:/buildslave/unity/build/Editor/Mono/GUI/WindowLayout.cs:642)
UnityEditor.WindowLayout.Maximize (UnityEditor.EditorWindow win) (at C:/buildslave/unity/build/Editor/Mono/GUI/WindowLayout.cs:575)
UnityEditor.WindowLayout.MaximizeKeyHandler (UnityEditor.ShortcutManagement.ShortcutArguments args) (at C:/buildslave/unity/build/Editor/Mono/GUI/WindowLayout.cs:540)
UnityEditor.ShortcutManagement.Trigger.HandleKeyEvent (UnityEngine.Event evt, UnityEditor.ShortcutManagement.IContextManager contextManager) (at C:/buildslave/unity/build/Modules/ShortcutManagerEditor/Trigger.cs:96)
UnityEditor.ShortcutManagement.ShortcutController.HandleKeyEvent (UnityEngine.Event evt) (at C:/buildslave/unity/build/Modules/ShortcutManagerEditor/ShortcutController.cs:226)
UnityEditor.ShortcutManagement.ShortcutIntegration.EventHandler () (at C:/buildslave/unity/build/Modules/ShortcutManagerEditor/ShortcutController.cs:73)
UnityEditor.EditorApplication.Internal_CallGlobalEventHandler () (at C:/buildslave/unity/build/Editor/Mono/EditorApplication.cs:432)

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PlayMaker Help / Re: global states sanity check
« on: November 11, 2019, 08:39:42 AM »
*Update:

These are all global transitions. they don't flow to each other. I can send event from other FSMs, and then when pinged, each one would then broadcast all that the state has started. I haven't got far enough to have other objects check which state it's in to see if they are allowed, but I had the idea to maybe disable things upon state enter, then the checks may be unnecessary, but I'd have to write out a matrix for that first to see when things should be turned on or off. The complications of this are that it's disconnected in a way that there isn't lines of code to follow to see where things are coming from.

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PlayMaker Help / Re: Exit condition
« on: November 09, 2019, 10:41:03 AM »
Is the float compare every frame?

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PlayMaker Help / global states sanity check[SOLVED]
« on: November 08, 2019, 08:57:12 AM »
I have created a list of overarching states for my game:

   1. Before hole creation
   2. Hole Creation
   3. Hole Decoration
   4. Player positioned
   5. Playing Hole
   6. Hole Completion
   7. Hole Cleanup

My idea here is to set these up as a loop on one FSM and have various events move the current state around the ring. then other FSMs can check back to see where we are in the main loop above to make additional checks for what they can do. This helps to block the player from doing something before it's been set up. I just want to make sure I'm not reinventing the wheel here. Any alternate suggestions? Is there a more common practice? I'm not going to have these events doing things in the FSM, rather be a reference for other FSMs. I have a few global bools that I use now, but may be porting over to this based on feedback from you folks.

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