Hi,
Yes, it can edit.
This is one sample of action making error
At head of code, it using #if CHRONOS_PLAYMAKER
#if CHRONOS_PLAYMAKER
using HutongGames.PlayMaker;
namespace Chronos.PlayMaker
{
[ActionCategory("Chronos")]
[Tooltip("Gets a base speed used by a timeline.")]
[HelpUrl("http://ludiq.io/chronos/documentation#Timeline")]
public class GetBaseSpeed : ChronosComponentAction<Timeline>
{
public enum Speed
{
Animator,
Animation,
Particle,
Audio,
Navigation,
NavigationAngular
}
[RequiredField]
[CheckForComponent(typeof(Timeline))]
public FsmOwnerDefault gameObject;
public Speed getSpeed;
[RequiredField]
[UIHint(UIHint.Variable)]
public FsmFloat storeValue;
public bool everyFrame;
public override void Reset()
{
gameObject = null;
getSpeed = Speed.Animator;
storeValue = null;
everyFrame = false;
}
public override void OnEnter()
{
DoAction();
if (!everyFrame)
{
Finish();
}
}
public override void OnUpdate()
{
DoAction();
}
private void DoAction()
{
if (!UpdateCache(Fsm.GetOwnerDefaultTarget(gameObject))) return;
switch (getSpeed)
{
case Speed.Animator:
storeValue.Value = timeline.animator.speed;
break;
case Speed.Animation:
storeValue.Value = timeline.animation.speed;
break;
case Speed.Particle:
storeValue.Value = timeline.particleSystem.playbackSpeed;
break;
case Speed.Audio:
storeValue.Value = timeline.audioSource.pitch;
break;
case Speed.Navigation:
storeValue.Value = timeline.navMeshAgent.speed;
break;
case Speed.NavigationAngular:
storeValue.Value = timeline.navMeshAgent.angularSpeed;
break;
default:
storeValue.Value = 0f;
break;
}
}
}
}
#endif
I looked at various other sites and found that the developer sold Bolt to Unity and is no longer maintaining Cronos.
If this is the case, could you please tell me how I can fix this code?
If Cronos can be used with Playmaker, I think more users will want to use Playmaker.