Hi,
Interesting post.
Having PlayMaker event delegates is not going to completly remove the need to create bridges and custom actions for Ngui support and the likes. I think that bridges will always be needed. BUT I do also think that a delegating system would make the job a lot easier and bring more possibilities on the table.
I did mention this few times to Alex. I do see a lot of potential as well.
Writing custom actions should be seen as building blocks. I think this is a great way to create these bridges, and indeed in some of my custom action I do use delegates, because in a custom action, that's completly ok to do this.
I think PlayMaker delegates are missing for listening to an Fsm sending an event or for catching a global event broadcast. That's the missing feature imo. Typically, porting solutions like GameAnalytics would be a case of catching global events, and treat them: if they match a certain pattern this can then be transform as a GameAnalytics event sent to their server. In this I see a great potential.
In your pseudo code, I am confused a little bit, because it seems that you want to send a PlayMaker event, in which case there is nothing stopping you. You can fire a PlayMaker event just fine with the current api. There are few restrictions, but it's very easily overcome. If you need more info on this let me know.
Also, the typically problem you will face with such delegating, is that PlayMaker may not be in a position to treat all variables of the delegate signature, maybe some variables will be classes and types unsupported, so your pseudo code would still not not work for all cases.
So for me the actual pseudo code I would like to have is the opposite, I want to catch an FSM firing an event so that I can forward it to the outside world withint having to write a hardcoded bridge with an fsm implement the events I want to listen too, I want to catch ALL sent event, or maybe all event sent from a particular Fsm.
In the case of NGUI, you won't be able to avoid creating a bridge of some sort, your pseudo code will have to leave somewhere and building a monobehavior will make sense in terms of workflow to let the developer define how he wants ngui and playmaker to interact. Giving this assumption, in the case of NGUI, I don't think there is are missing features in PlayMaker API, but maybe I don't see a use case.
Could you give an example on integrating ngui and playmaker with a pseudo code? Id be very interested to see how you would like to work on this.
Bye,
Jean
Bye,
Jean