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Messages - jeanfabre

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Forum Suggestions / Re: Action Updates Section
« on: April 19, 2011, 10:50:59 PM »

 Agree. The thing is, maintaining any kind of code base on a forum is far from ideal. For this, git hub or any social coding management system would be welcome as a robust alternative. GitHub is free for opensource project like playmaker actions.



PlayMaker Help / Re: [solved] Use Axis Vector for animation blending
« on: April 19, 2011, 09:24:46 PM »

 You actually can get input axis as boolean with Input.GetButton() .GetButtonDown() and .GetButtonUp(), they only give you hints about the input state, not it's actual value.




-- SM2 We'd need I think actions to control sprite animations, I find myself using a lot of that, instead of animating at a constant framerate for example, useful for powerbars, progress bars, realistic turny buttons etc etc.

-- SM2 Pause, play, etc etc

-- EzGui, controllers for the scroll list maybe

The thing that I don't know is how we can tight playmaker and ezgui sm2 when they initialize, I have already some trouble with SM2 and Ezgui in that phase. I'd need more time to properly experiment.



PlayMaker Help / Re: Use Axis Vector for animation blending
« on: April 19, 2011, 01:49:37 AM »

 I think you are looking for this new action that let you wire events based on the direction of the vertical/horizontal inputs:

Regards blending, it would be already something after this dispatching events.




 Refactoring at the moment my huge fsm into several, and it's a bit of a pain,

I create a new fsm, copy the States I want to move from anoter state and paste them on that newly created fsm.
-- All my Pasted States have now "- Copy 1"

 No real big deal, but since it would be better if State names are renamed if necessary. when pasting, scanning existing States for already used named.

And even why not expose the list duplicated State and allow the user to rename them properly and then apply the paste.

 It might be difficult to implement I appreciate that.... just throwing ideas :)




 Lost litteraly several hours on that  :-\

 I forgot I had disabled that fsm, and for some reason some of my States would work but other would just turn blue and the fsm would end up in a 'no state' situation.

 Basically, if disabled, a fsm, still receives events, still process ANY actions doing stuff on "OnEnter" but nothing is processed for the OnUpdate, which put me on the wrong path, cause I though it was the action that had a problem...
 oh well, learned the hard way on that one.

 If this is feature, it should in bold red on the help. Else, it should in bod red a soon to be ( wiki Alex ?) troubleshooting page.



Hi Alex,

 If you find it and put it back ( as a pref as well maybe), that would ease my debugging/checks time so much!



yes :)

Hi Alex,

Ok, thanks for letting us know you are struggling, will be patient now :) kind of comfort me somehow, that I am not the only one scratching my head :)



Feature Requests / Re: Unlink
« on: April 19, 2011, 12:04:11 AM »
Hi Alex,

 O, Haven't used the tool window muc, but now I see where it is, thanks :)



Feature Requests / Re: State with no action should show a warning
« on: April 19, 2011, 12:02:14 AM »
Hi Alex,

 Would be great yes, and preferences: way to go obviously. Also in the prefs you could expose a "standard" vs "expert" set of preference so that you don't scare new users.



Feature Requests / Re: clues about State Action and expectations
« on: April 19, 2011, 12:00:17 AM »
Hi Alex,

 Totally agree, sorry for not making it clear, that it's not needed for "basic" usage, but rather for higher productivness . Some small icons can also help instead or color coding ( and would lend better with the greyscale of the whole view maybe).





 Following the great action from sP0CkEr ( ), here's a variant that let you catch the tap event directly, so no post processing required in fsm and you can also if you want catch all events via another event.

Code: [Select]
using UnityEngine;
using HutongGames.PlayMaker;

/// <summary>
/// PlayMaker Action for Delegating when a UIButton
/// has been invoked.
/// </summary>
/// <para>
/// This Action should be placed in the Start action of your
/// FSM. It will add itself as a delegate to the EZGui Button
/// to capture events that have been triggered by the
/// button.
/// </para>
/// <remarks>The Owner must contain a UIButton class</remarks>
/// <remarks>See the EZGui Documentation for More information on this Delegate</remarks>
/// <remarks>
/// Modified the original EzButtonInvoke, to catch only the tap event and/or all events. It's likely anyway that
///  only the tap event is needed on the fsm side, since ezgui will largely deal with the look and feel of the button itself.
/// </remarks>
[Tooltip("EzGui Button Click")]

public class EzButtonInputDelegate : FsmStateAction {

public FsmOwnerDefault gameObject;
public FsmEvent tapEvent;
public FsmEvent allEvents;

private GameObject go;
private UIButton _object;

public override void Reset() {
gameObject = null;
tapEvent = null;
allEvents = null;

public override void OnEnter() {

// get the UIButton attached to this object

go = gameObject.OwnerOption == OwnerDefaultOption.UseOwner ? Owner : gameObject.GameObject.Value;
_object = go.GetComponentInChildren<UIButton>();

// set the delegate to capture change event

public override string ErrorCheck() {

// TODO: Missing UIButton Object

return "";

void MyInputDelegate(ref POINTER_INFO ptr) {

if (tapEvent!=null && ptr.evt == POINTER_INFO.INPUT_EVENT.TAP){

if (allEvents!=null){
Fsm.EventData.StringData = ptr.evt.ToString();

}// MyInputDelegate




Feature Requests / clues about State Action and expectations
« on: April 18, 2011, 03:18:58 AM »

 Following my last post, I have to expand on this:

 State actions really make State versatile ( obviously... ), they can be instant, synched, waiting, animating, accessing other fsm somehow, etc etc, it's currently impossible to make sure about the behavior of a State on that level just at a glance.

 Her is a list of things that could be identified as actions "properties" are added and that I think should be presented visually in the fsm.

 -- number of actions:
 -- instant or not:
    it's important to see if State is just a one time thing that will then straight away transit, or if it will last in time ( if everyframe is checked or not for example).
-- access variable:
   It's really important to glance through state and know that a particular one is accessing ( setting or getting ) any variable at all.
-- other fsm access:
  Equally important to know when the fsm talk to other
-- Script access:
 same as above.

 I am sure other properties like that can be listed here, but you get the point I think.

 I played in photoshop to demonstrate visually one humble possible way. Just some simple icons or visual elements representing each something specific about the State.

Oh and while we are at it, if from the script api we could tweak that, say we want to add a custom icon somewhere. It could actually be simply a matter of doing it like that, each action can set certain flags that triggers the visual clues in that State . Fsm.State.FlagFsmAccess, Fsm.State.FlagAsTimeSpan etc etc That could be a simple way to do this.



Feature Requests / State with no action should show a warning
« on: April 18, 2011, 12:29:20 AM »

 I think a warning should be raised when a State has no action.

 I tend to build the state events, and wire everything before actually build the actions ( very handy and gratifying, makes you want to do the work :) ). This allows me to quickly laydown my idea. but then I find hard to come back and make sure all of my States actually do something...

Some sort of warning or a visual clue that it is empty. ACTUALLY :) maybe you could show the number of actions as a small label in a corner of each state, and show is read when it's 0 :) that would be cool and help us as well assessing and getting clues about each State some more.



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