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Author Topic: Vector2Interpolate does not fire the FinishEvent  (Read 513 times)

szomaza

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Vector2Interpolate does not fire the FinishEvent
« on: October 20, 2018, 07:41:07 AM »
The Vector2Interpolate does not fire the FinishEvent in case the InterpolationType is set to EaseInOut.
Firing the FinishEvent works in case the InterpolationType is set to Linear.

I guess this part has the bug:
storeResult.Value = Vector2.Lerp(fromVector.Value, toVector.Value, weight);
         
         if (weight > 1)
         {
            if (finishEvent != null)
               Fsm.Event(finishEvent);

            Finish();
         }

It says
if (weight > 1)

But here:
https://docs.unity3d.com/ScriptReference/Vector2.Lerp.html
it says that weight can only be 0-1 so

if (weight > 1)
should be, right?
if (weight >= 1)

.... I felt brave as I was writing this, tried it out and LOL it works with that modification.

br,
szomaza

Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.

using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Vector2)]
[Tooltip("Interpolates between 2 Vector2 values over a specified Time.")]
public class Vector2Interpolate : FsmStateAction
{
[Tooltip("The interpolation type")]
public InterpolationType mode;

[RequiredField]
[Tooltip("The vector to interpolate from")]
public FsmVector2 fromVector;

[RequiredField]
[Tooltip("The vector to interpolate to")]
public FsmVector2 toVector;

[RequiredField]
[Tooltip("the interpolate time")]
public FsmFloat time;

[RequiredField]
[UIHint(UIHint.Variable)]
[Tooltip("the interpolated result")]
public FsmVector2 storeResult;

[Tooltip("This event is fired when the interpolation is done.")]
public FsmEvent finishEvent;

[Tooltip("Ignore TimeScale")]
public bool realTime;

private float startTime;
private float currentTime;

public override void Reset()
{
mode = InterpolationType.Linear;
fromVector = new FsmVector2 { UseVariable = true };
toVector = new FsmVector2 { UseVariable = true };
time = 1.0f;
storeResult = null;
finishEvent = null;
realTime = false;
}

public override void OnEnter()
{
startTime = FsmTime.RealtimeSinceStartup;
currentTime = 0f;

if (storeResult == null)
Finish();
else
storeResult.Value = fromVector.Value;
}

public override void OnUpdate()
{
// update time

if (realTime)
{
currentTime = FsmTime.RealtimeSinceStartup - startTime;
}
else
{
currentTime += Time.deltaTime;
}

float weight = currentTime/time.Value;

switch (mode) {

case InterpolationType.Linear:
break;

case InterpolationType.EaseInOut:
weight = Mathf.SmoothStep(0, 1, weight);
break;
}

storeResult.Value = Vector2.Lerp(fromVector.Value, toVector.Value, weight);

if (weight > 1)
{
if (finishEvent != null)
Fsm.Event(finishEvent);

Finish();
}

}
}
}

jeanfabre

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Re: Vector2Interpolate does not fire the FinishEvent
« Reply #1 on: November 01, 2018, 02:07:22 AM »
Hi,

 ok, this is fixed and will be available on the next playmaker update, thanks for spotting this!

 Bye,

 Jean