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Messages - jeanfabre

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13876
Excellent!!

Bye,

 Jean

13877
PlayMaker Help / Re: Linear processing of action contents?
« on: October 13, 2011, 10:11:43 PM »
Hi,


 Don't be afraid to cut the tasks in individual states.

fade -> move ->fade

so you have three states

if you need to fade AND start moving at the same time, you can combine in one state.

 for the end fade, yes you could run into problems with one state, one possible way would be to have two fsm one responsible for the tween and one for the fades. The tween state fires event to the fade fsm when it wants, so you can have concurrent behaviors ( remember, a given fsm can only have one active state at a time).

 Mess with this ( best way to learn :) ), if you have some trouble, let me know, I will make a working example.

 Bye,

 Jean

13878
Share New Actions / Re: Vector3 operators
« on: October 09, 2011, 09:59:05 PM »
Hi,

 one more fix, I don't know what went through my head during the second correction, but I forgot to add the [UIHint(UIHint.Variable)] for storeVector3Result and storeFloatResult

 bye,

 Jean

13879
PlayMaker Help / Re: Communite with animation curve
« on: October 06, 2011, 10:32:59 PM »
Hi,

 Can you not have two curves and compose them as required instead of trying to do with one curve only? create three variable, one for each state and one for the final composed value ( Accurary, Power and slider)

Hope this helps,

 Bye,

 Jean

13880
Hi,

 No it seems to be gone ( 1.2.1 ), I tried to mess with this, not just following the steps I described, and it's stable and don't do anything weird.

 Bye,

 Jean

13881
PlayMaker Help / Re: How to modify GUITexture Pixel Inset?
« on: October 03, 2011, 10:24:34 PM »
Hi,

 I think it's simply because there is no action yet for this. Until now :)

 I made a custom action where you can set the x and y position of the pixel inset of a gui texture. You can optionnaly decide if you want to increment or use absolute positioning.

 If you need to control the actual rect ( because pixelInset is actually a rect), I can make a custom action where you use a rect, this would give you total control of the pixel inset this way.

If you are having trouble using this custom action, just shout and I'll give you more details.

 Code below ( but just download the file attached and drop it in the PLayMaker/Actions/ folder of your project.

Code: [Select]

// (c) Copyright HutongGames, LLC 2010-2011. All rights reserved.

using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.GUIElement)]
[Tooltip("Sets the Pixel Inset Position of the GUITexture attached to a Game Object. Useful for moving GUI elements around.")]
public class SetGUITexturePixelInsetPosition : FsmStateAction
{
[RequiredField]
[CheckForComponent(typeof(GUITexture))]
public FsmOwnerDefault gameObject;
[RequiredField]
public FsmFloat PixelInsetX;
public FsmFloat PixelInsetY;

public FsmBool AsIncrement;

public bool everyFrame;

public override void Reset()
{
gameObject = null;
PixelInsetX = null;
PixelInsetY = null;
AsIncrement = null;
everyFrame = false;
}

public override void OnEnter()
{
DoGUITexturePixelInsetPosition();

if(!everyFrame)
Finish();
}

public override void OnUpdate()
{
DoGUITexturePixelInsetPosition();
}


void DoGUITexturePixelInsetPosition()
{
GameObject go = Fsm.GetOwnerDefaultTarget(gameObject);
if (go != null && go.guiTexture != null)
{
Rect pixelInset = go.guiTexture.pixelInset;

if (AsIncrement.Value == true){
pixelInset.x += PixelInsetX.Value;
pixelInset.y += PixelInsetY.Value;
}else{
pixelInset.x = PixelInsetX.Value;
pixelInset.y = PixelInsetY.Value;
}
go.guiTexture.pixelInset = pixelInset;
}
}
}
}


Bye,

 Jean

13882
Hi,

 Actually, there is good point from Sama.van when errors reports points to the actual action script, not the state where it's implemented. I had that several times. Could we do something about that with a try catch actually? so that the playmaker system can catch an error produce within an action and dispatch the error both in the playmaker console and in the regular console, then we would be able to pin point directly to the state in question.

 Bye,

 Jean

13883
PlayMaker Help / Re: communicating with FsmVariables through C# scripts
« on: October 02, 2011, 10:16:45 PM »
Hi,

 You have to use fsmBall.Value ( because fsm variables are made this way, if you want to reach the actual  data, you have to get it via the .Value)

If you open any of the playmaker actions, you'll see how this is used.

 Bye,

 Jean

13884
Feature Requests / Re: broadcast a event from script [implemented]
« on: October 02, 2011, 10:14:14 PM »
thank you!

13885
PlayMaker Help / Re: paths to follow itween
« on: September 30, 2011, 02:37:38 AM »
Hi,

 One way would be the following:

 Create 3 state, one for each iTween.MoveTo and each of these states is triggered by a global event. Then from other fsm, you can call one of these events.

 It's actually really simple. If you do not understand how to actually build the fsm itself or how iTween works, get back to me, and I'll make a screencast.

 Bye,

 Jean

 

13886
Feature Requests / Re: Reusable Action Sets
« on: September 29, 2011, 11:11:00 PM »
Hi,

 Yes, we mentioned that several times, it's something that is missing in my opinion too. I really would like to be able to define a process that I can reuse properly within other fsm.

 Bye,

 Jean

13887
Feature Requests / Re: Fsm Editor with tabbed of opened fsm
« on: September 29, 2011, 11:06:55 PM »
Hi alex,

 Yes, don't remove the existing ways to access fsm, like you said, I mean just a way to access the the last few ones I opened for quick navigation.

 Bye,

 Jean

13888
PlayMaker Help / Re: uScript, Antares, now playMaker?
« on: September 29, 2011, 11:05:37 PM »
:) indeed if playmaker could be be trialed, it would be great :)

Playmaker as a complete series of actions that allows you to easily deal with sounds: in your particular case, if you'd watch the main video cast from the site, what wou will simply add to the door fsm is this action: https://hutonggames.fogbugz.com/default.asp?W463 ( triggers to open close doors). ON both state ( "close" and "open"), you would simply add this "play sound" action to them state and fill the details ( essentially telling which sound to play, and that's it).

 And you would be done with it!

I think playmaker is the near perfect blend between visual description of a flow (or process) and scripting, because it actually relies on scripts all the way for the actions, while giving you an easy way to build the process flow. Ideal if you ask me :) If you don't find the action you want, just build one, it's very easy if you have some basic knowledge of c#, else ask the community, you'll sure get help.

There is no turning back as far as I m concerned and I don't see myself starting any projects without playmaker. To be fair I am not seeing in Antares and uScript what I want: I don't want to replace scripting, I want to better describe complex flows and processes, that's the big difference. Therefore, I am not saying that playmaker is a total replacement and that everything should be done with playmaker and you'll never have to script anything again. I do an will keep script some absolute critical functionalities with normal scripts ( think Inverse Kinematics stuff, complex and performance critical operations, that last 10% of your project basically).

 Bye,

 Jean

13889
PlayMaker Help / Re: how to set variable of custom script files
« on: September 29, 2011, 03:23:07 AM »
Hi,

 If you understands the basic concepts of how playmaker works here's tips on each of your questions.

 1: You are essentially performing a translate. So try the translate action instead.

 2: I think you will find your answers here: https://hutonggames.fogbugz.com/default.asp?W623

 3: Look at the "Vector Add" action, this is what you need.


If you do not understand at all how playmaker is working, I strongly suggest you watch as much screencasts and videos available on playmaker to get an idea. Then you should open the playmaker samples and study carefully each samples. They are very simple and demonstrate many of the common design patterns,

 If that's not enough, can you explain where you are actually getting stuck with the fsm editor and tool and We'll take it from there to explain you how it's all working.

 Bye,

 Jean

13890
User Showcase / Re: sama.van - folio 3D - ios
« on: September 28, 2011, 09:44:37 PM »
Hi Sama.van,

 Get back to me, I thought you had what you want more or less for the wireframe preview. Let's sort this so that you can move forward. I am sure this is something simple to implement once the problem is identified ( by me I mean, I am still unsure where is the struggle).


 Bye,

 Jean

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