Commit 07744132 authored by Liang JingQiang's avatar Liang JingQiang

升级playmaker 1.8.5

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// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
#if UNITY_5_3_OR_NEWER || UNITY_5
#define UNITY_5_OR_NEWER
#endif
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Animator)]
[Tooltip("Gets the current State information on a specified layer")]
public class GetAnimatorCurrentStateInfo : FsmStateActionAnimatorBase
{
[RequiredField]
[CheckForComponent(typeof(Animator))]
[Tooltip("The target.")]
public FsmOwnerDefault gameObject;
[RequiredField]
[Tooltip("The layer's index")]
public FsmInt layerIndex;
[ActionSection("Results")]
[UIHint(UIHint.Variable)]
[Tooltip("The layer's name.")]
public FsmString name;
[UIHint(UIHint.Variable)]
[Tooltip("The layer's name Hash. Obsolete in Unity 5, use fullPathHash or shortPathHash instead, nameHash will be the same as shortNameHash for legacy")]
public FsmInt nameHash;
#if UNITY_5
[ActionCategory(ActionCategory.Animator)]
[Tooltip("Gets the current State information on a specified layer")]
public class GetAnimatorCurrentStateInfo : FsmStateActionAnimatorBase
{
[RequiredField]
[CheckForComponent(typeof(Animator))]
[Tooltip("The target.")]
public FsmOwnerDefault gameObject;
[RequiredField]
[Tooltip("The layer's index")]
public FsmInt layerIndex;
[ActionSection("Results")]
[UIHint(UIHint.Variable)]
[Tooltip("The layer's name.")]
public FsmString name;
[UIHint(UIHint.Variable)]
[Tooltip("The layer's name Hash. Obsolete in Unity 5, use fullPathHash or shortPathHash instead, nameHash will be the same as shortNameHash for legacy")]
public FsmInt nameHash;
#if UNITY_5_OR_NEWER
[UIHint(UIHint.Variable)]
[Tooltip("The full path hash for this state.")]
public FsmInt fullPathHash;
......@@ -35,100 +39,100 @@ namespace HutongGames.PlayMaker.Actions
[UIHint(UIHint.Variable)]
[Tooltip("The name Hash. Doest not include the parent layer's name")]
public FsmInt shortPathHash;
#endif
[UIHint(UIHint.Variable)]
[Tooltip("The layer's tag hash")]
public FsmInt tagHash;
[UIHint(UIHint.Variable)]
[Tooltip("Is the state looping. All animations in the state must be looping")]
public FsmBool isStateLooping;
[UIHint(UIHint.Variable)]
[Tooltip("The Current duration of the state. In seconds, can vary when the State contains a Blend Tree ")]
public FsmFloat length;
[UIHint(UIHint.Variable)]
[Tooltip("The integer part is the number of time a state has been looped. The fractional part is the % (0-1) of progress in the current loop")]
public FsmFloat normalizedTime;
[UIHint(UIHint.Variable)]
[Tooltip("The integer part is the number of time a state has been looped. This is extracted from the normalizedTime")]
public FsmInt loopCount;
[UIHint(UIHint.Variable)]
[Tooltip("The progress in the current loop. This is extracted from the normalizedTime")]
public FsmFloat currentLoopProgress;
#endif
private Animator _animator;
public override void Reset()
{
base.Reset();
gameObject = null;
layerIndex = null;
name = null;
nameHash = null;
#if UNITY_5
[UIHint(UIHint.Variable)]
[Tooltip("The layer's tag hash")]
public FsmInt tagHash;
[UIHint(UIHint.Variable)]
[Tooltip("Is the state looping. All animations in the state must be looping")]
public FsmBool isStateLooping;
[UIHint(UIHint.Variable)]
[Tooltip("The Current duration of the state. In seconds, can vary when the State contains a Blend Tree ")]
public FsmFloat length;
[UIHint(UIHint.Variable)]
[Tooltip("The integer part is the number of time a state has been looped. The fractional part is the % (0-1) of progress in the current loop")]
public FsmFloat normalizedTime;
[UIHint(UIHint.Variable)]
[Tooltip("The integer part is the number of time a state has been looped. This is extracted from the normalizedTime")]
public FsmInt loopCount;
[UIHint(UIHint.Variable)]
[Tooltip("The progress in the current loop. This is extracted from the normalizedTime")]
public FsmFloat currentLoopProgress;
private Animator _animator;
public override void Reset()
{
base.Reset();
gameObject = null;
layerIndex = null;
name = null;
nameHash = null;
#if UNITY_5_OR_NEWER
fullPathHash = null;
shortPathHash = null;
#endif
tagHash = null;
length = null;
normalizedTime = null;
isStateLooping = null;
loopCount = null;
currentLoopProgress = null;
everyFrame = false;
}
public override void OnEnter()
{
// get the animator component
var go = Fsm.GetOwnerDefaultTarget(gameObject);
if (go==null)
{
Finish();
return;
}
_animator = go.GetComponent<Animator>();
if (_animator==null)
{
Finish();
return;
}
GetLayerInfo();
if (!everyFrame)
{
Finish();
}
}
public override void OnActionUpdate()
{
GetLayerInfo();
#endif
}
tagHash = null;
length = null;
normalizedTime = null;
isStateLooping = null;
loopCount = null;
currentLoopProgress = null;
void GetLayerInfo()
{
if (_animator!=null)
{
AnimatorStateInfo _info = _animator.GetCurrentAnimatorStateInfo(layerIndex.Value);
#if UNITY_5
everyFrame = false;
}
public override void OnEnter()
{
// get the animator component
var go = Fsm.GetOwnerDefaultTarget(gameObject);
if (go == null)
{
Finish();
return;
}
_animator = go.GetComponent<Animator>();
if (_animator == null)
{
Finish();
return;
}
GetLayerInfo();
if (!everyFrame)
{
Finish();
}
}
public override void OnActionUpdate()
{
GetLayerInfo();
}
void GetLayerInfo()
{
if (_animator != null)
{
AnimatorStateInfo _info = _animator.GetCurrentAnimatorStateInfo(layerIndex.Value);
#if UNITY_5_OR_NEWER
if (!fullPathHash.IsNone)
{
fullPathHash.Value = _info.fullPathHash;
......@@ -141,46 +145,50 @@ namespace HutongGames.PlayMaker.Actions
{
nameHash.Value = _info.shortNameHash;
}
#else
if (!nameHash.IsNone)
{
nameHash.Value = _info.nameHash;
}
#endif
if (!name.IsNone)
{
name.Value = _animator.GetLayerName(layerIndex.Value);
}
#else
if (!nameHash.IsNone)
{
#if UNITY_5_OR_NEWER
nameHash.Value = _info.fullPathHash;
#else
nameHash.Value = _info.nameHash;
#endif
}
#endif
if (!tagHash.IsNone)
{
tagHash.Value = _info.tagHash;
}
if (!length.IsNone)
{
length.Value = _info.length;
}
if (!name.IsNone)
{
name.Value = _animator.GetLayerName(layerIndex.Value);
}
if (!isStateLooping.IsNone)
{
isStateLooping.Value = _info.loop;
}
if (!tagHash.IsNone)
{
tagHash.Value = _info.tagHash;
}
if (!normalizedTime.IsNone)
{
normalizedTime.Value = _info.normalizedTime;
}
if (!length.IsNone)
{
length.Value = _info.length;
}
if (!loopCount.IsNone || !currentLoopProgress.IsNone)
{
loopCount.Value = (int)System.Math.Truncate(_info.normalizedTime);
currentLoopProgress.Value = _info.normalizedTime-loopCount.Value;
}
}
}
}
if (!isStateLooping.IsNone)
{
isStateLooping.Value = _info.loop;
}
if (!normalizedTime.IsNone)
{
normalizedTime.Value = _info.normalizedTime;
}
if (!loopCount.IsNone || !currentLoopProgress.IsNone)
{
loopCount.Value = (int)System.Math.Truncate(_info.normalizedTime);
currentLoopProgress.Value = _info.normalizedTime - loopCount.Value;
}
}
}
}
}
\ No newline at end of file
......@@ -31,7 +31,12 @@ namespace HutongGames.PlayMaker.Actions
leftFootHeight = null;
everyFrame = false;
}
public override void OnPreprocess()
{
Fsm.HandleLateUpdate = true;
}
public override void OnEnter()
{
// get the animator component
......
// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
#if UNITY_5_3_OR_NEWER || UNITY_5
#define UNITY_5_OR_NEWER
#endif
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Animator)]
[Tooltip("Gets the next State information on a specified layer")]
public class GetAnimatorNextStateInfo : FsmStateActionAnimatorBase
{
[RequiredField]
[CheckForComponent(typeof(Animator))]
[Tooltip("The target. An Animator component is required")]
public FsmOwnerDefault gameObject;
[RequiredField]
[Tooltip("The layer's index")]
public FsmInt layerIndex;
[ActionSection("Results")]
[UIHint(UIHint.Variable)]
[Tooltip("The layer's name.")]
public FsmString name;
[UIHint(UIHint.Variable)]
[Tooltip("The layer's name Hash. Obsolete in Unity 5, use fullPathHash or shortPathHash instead, nameHash will be the same as shortNameHash for legacy")]
public FsmInt nameHash;
#if UNITY_5
[ActionCategory(ActionCategory.Animator)]
[Tooltip("Gets the next State information on a specified layer")]
public class GetAnimatorNextStateInfo : FsmStateActionAnimatorBase
{
[RequiredField]
[CheckForComponent(typeof(Animator))]
[Tooltip("The target. An Animator component is required")]
public FsmOwnerDefault gameObject;
[RequiredField]
[Tooltip("The layer's index")]
public FsmInt layerIndex;
[ActionSection("Results")]
[UIHint(UIHint.Variable)]
[Tooltip("The layer's name.")]
public FsmString name;
[UIHint(UIHint.Variable)]
[Tooltip("The layer's name Hash. Obsolete in Unity 5, use fullPathHash or shortPathHash instead, nameHash will be the same as shortNameHash for legacy")]
public FsmInt nameHash;
#if UNITY_5_OR_NEWER
[UIHint(UIHint.Variable)]
[Tooltip("The full path hash for this state.")]
public FsmInt fullPathHash;
......@@ -35,98 +39,98 @@ namespace HutongGames.PlayMaker.Actions
[UIHint(UIHint.Variable)]
[Tooltip("The name Hash. Doest not include the parent layer's name")]
public FsmInt shortPathHash;
#endif
[UIHint(UIHint.Variable)]
[Tooltip("The layer's tag hash")]
public FsmInt tagHash;
[UIHint(UIHint.Variable)]
[Tooltip("Is the state looping. All animations in the state must be looping")]
public FsmBool isStateLooping;
[UIHint(UIHint.Variable)]
[Tooltip("The Current duration of the state. In seconds, can vary when the State contains a Blend Tree ")]
public FsmFloat length;
[UIHint(UIHint.Variable)]
[Tooltip("The integer part is the number of time a state has been looped. The fractional part is the % (0-1) of progress in the current loop")]
public FsmFloat normalizedTime;
[UIHint(UIHint.Variable)]
[Tooltip("The integer part is the number of time a state has been looped. This is extracted from the normalizedTime")]
public FsmInt loopCount;
[UIHint(UIHint.Variable)]
[Tooltip("The progress in the current loop. This is extracted from the normalizedTime")]
public FsmFloat currentLoopProgress;
#endif
private Animator _animator;
public override void Reset()
{
base.Reset();
gameObject = null;
layerIndex = null;
name = null;
nameHash = null;
#if UNITY_5
[UIHint(UIHint.Variable)]
[Tooltip("The layer's tag hash")]
public FsmInt tagHash;
[UIHint(UIHint.Variable)]
[Tooltip("Is the state looping. All animations in the state must be looping")]
public FsmBool isStateLooping;
[UIHint(UIHint.Variable)]
[Tooltip("The Current duration of the state. In seconds, can vary when the State contains a Blend Tree ")]
public FsmFloat length;
[UIHint(UIHint.Variable)]
[Tooltip("The integer part is the number of time a state has been looped. The fractional part is the % (0-1) of progress in the current loop")]
public FsmFloat normalizedTime;
[UIHint(UIHint.Variable)]
[Tooltip("The integer part is the number of time a state has been looped. This is extracted from the normalizedTime")]
public FsmInt loopCount;
[UIHint(UIHint.Variable)]
[Tooltip("The progress in the current loop. This is extracted from the normalizedTime")]
public FsmFloat currentLoopProgress;
private Animator _animator;
public override void Reset()
{
base.Reset();
gameObject = null;
layerIndex = null;
name = null;
nameHash = null;
#if UNITY_5_OR_NEWER
fullPathHash = null;
shortPathHash = null;
#endif
tagHash = null;
length = null;
normalizedTime = null;
isStateLooping = null;
loopCount = null;
currentLoopProgress = null;
}
public override void OnEnter()
{
// get the animator component
var go = Fsm.GetOwnerDefaultTarget(gameObject);
if (go==null)
{
Finish();
return;
}
_animator = go.GetComponent<Animator>();
if (_animator==null)
{
Finish();
return;
}
GetLayerInfo();
if (!everyFrame)
{
Finish();
}
}
public override void OnActionUpdate()
{
GetLayerInfo();
}
void GetLayerInfo()
{
if (_animator!=null)
{
AnimatorStateInfo _info = _animator.GetNextAnimatorStateInfo(layerIndex.Value);
#if UNITY_5
#endif
tagHash = null;
length = null;
normalizedTime = null;
isStateLooping = null;
loopCount = null;
currentLoopProgress = null;
}
public override void OnEnter()
{
// get the animator component
var go = Fsm.GetOwnerDefaultTarget(gameObject);
if (go == null)
{
Finish();
return;
}
_animator = go.GetComponent<Animator>();
if (_animator == null)
{
Finish();
return;
}
GetLayerInfo();
if (!everyFrame)
{
Finish();
}
}
public override void OnActionUpdate()
{
GetLayerInfo();
}
void GetLayerInfo()
{
if (_animator != null)
{
AnimatorStateInfo _info = _animator.GetNextAnimatorStateInfo(layerIndex.Value);
#if UNITY_5_OR_NEWER
if (!fullPathHash.IsNone)
{
fullPathHash.Value = _info.fullPathHash;
......@@ -139,42 +143,46 @@ namespace HutongGames.PlayMaker.Actions
{
nameHash.Value = _info.shortNameHash;
}
#else
if (!nameHash.IsNone)
{
nameHash.Value = _info.nameHash;
}
#endif
if (!name.IsNone)
{
name.Value = _animator.GetLayerName(layerIndex.Value);
}
#else
if (!nameHash.IsNone)
{
#if UNITY_5_OR_NEWER
nameHash.Value = _info.fullPathHash;
#else
nameHash.Value = _info.nameHash;
#endif
}
#endif
if (!tagHash.IsNone)
{
tagHash.Value = _info.tagHash;
}
if (!length.IsNone)
{
length.Value = _info.length;
}
if (!isStateLooping.IsNone)
{
isStateLooping.Value = _info.loop;
}
if (!normalizedTime.IsNone)
{
normalizedTime.Value = _info.normalizedTime;
}
if (!name.IsNone)
{
name.Value = _animator.GetLayerName(layerIndex.Value);
}
if (!loopCount.IsNone || !currentLoopProgress.IsNone)
{
loopCount.Value = (int)System.Math.Truncate(_info.normalizedTime);
currentLoopProgress.Value = _info.normalizedTime-loopCount.Value;
}
}
}
if (!tagHash.IsNone)
{
tagHash.Value = _info.tagHash;
}
if (!length.IsNone)
{
length.Value = _info.length;
}
if (!isStateLooping.IsNone)
{
isStateLooping.Value = _info.loop;
}
if (!normalizedTime.IsNone)
{
normalizedTime.Value = _info.normalizedTime;
}
if (!loopCount.IsNone || !currentLoopProgress.IsNone)
{
loopCount.Value = (int)System.Math.Truncate(_info.normalizedTime);
currentLoopProgress.Value = _info.normalizedTime - loopCount.Value;
}
}
}
}
}
}
\ No newline at end of file
......@@ -33,7 +33,12 @@ namespace HutongGames.PlayMaker.Actions
rightFootHeight = null;
everyFrame = false;
}
public override void OnPreprocess()
{
Fsm.HandleLateUpdate = true;
}
public override void OnEnter()
{
// get the animator component
......
// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
#if UNITY_5_5_OR_NEWER
using UnityEngine.AI;
#endif
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
......@@ -9,13 +12,13 @@ namespace HutongGames.PlayMaker.Actions
public class NavMeshAgentAnimatorSynchronizer : FsmStateAction
{
[RequiredField]
[CheckForComponent(typeof(UnityEngine.AI.NavMeshAgent))]
[CheckForComponent(typeof(NavMeshAgent))]
[CheckForComponent(typeof(Animator))]
[Tooltip("The Agent target. An Animator component and a NavMeshAgent component are required")]
public FsmOwnerDefault gameObject;
private Animator _animator;
private UnityEngine.AI.NavMeshAgent _agent;
private NavMeshAgent _agent;
private Transform _trans;
......@@ -40,7 +43,7 @@ namespace HutongGames.PlayMaker.Actions
Finish();
return;
}
_agent = go.GetComponent<UnityEngine.AI.NavMeshAgent>();
_agent = go.GetComponent<NavMeshAgent>();
_animator = go.GetComponent<Animator>();
......
// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
#if UNITY_5_3_OR_NEWER || UNITY_5 || UNITY_5_0
#define UNITY_5_OR_NEWER
#endif
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
......@@ -58,7 +62,7 @@ namespace HutongGames.PlayMaker.Actions
return;
}
#if UNITY_5
#if UNITY_5_OR_NEWER
_animator.cullingMode = alwaysAnimate.Value?AnimatorCullingMode.AlwaysAnimate:AnimatorCullingMode.CullUpdateTransforms;
#else
_animator.cullingMode = alwaysAnimate.Value?AnimatorCullingMode.AlwaysAnimate:AnimatorCullingMode.BasedOnRenderers;
......
......@@ -72,7 +72,7 @@ namespace HutongGames.PlayMaker.Actions
public override void OnFixedUpdate()
{
runFsm.LateUpdate();
runFsm.FixedUpdate();
if (!runFsm.Finished)
{
return; // continue later
......
......@@ -7,10 +7,6 @@ using System.Collections.Generic;
using Object = UnityEngine.Object;
using HutongGames.PlayMaker;
#if UNITY_EDITOR
using HutongGames.PlayMaker.Ecosystem.Utils;
#endif
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.ScriptControl)]
......@@ -40,10 +36,6 @@ namespace HutongGames.PlayMaker.Actions
[Tooltip("Use the old manual editor UI.")]
public bool manualUI;
#if UNITY_EDITOR
public bool debug;
#endif
private FsmObject cachedBehaviour;
private FsmString cachedMethodName;
private Type cachedType;
......@@ -59,10 +51,6 @@ namespace HutongGames.PlayMaker.Actions
parameters = null;
storeResult = null;
everyFrame = false;
#if UNITY_EDITOR
debug = false;
#endif
}
public override void OnEnter()
......@@ -71,19 +59,6 @@ namespace HutongGames.PlayMaker.Actions
DoMethodCall();
#if UNITY_EDITOR
if (debug || LinkerData.DebugAll)
{
UnityEngine.Debug.Log("<Color=blue>CallMethod</Color> on "+this.Fsm.GameObjectName+":"+this.Fsm.Name+"\n" +
"<Color=red>TargetType</Color>\t\t"+ cachedType+"\n" +
"<Color=red>Assembly</Color>\t\t"+cachedType.Assembly.FullName+"\n" +
"<Color=red>Method</Color>\t\t\t"+cachedMethodInfo.Name+"\n" );
LinkerData.RegisterClassDependancy(cachedType,cachedType.ToString());
}
#endif
if (!everyFrame)
{
Finish();
......
......@@ -6,5 +6,3 @@ MonoImporter:
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
......@@ -5,10 +5,6 @@ using System.Reflection;
using UnityEngine;
using System.Collections.Generic;
#if UNITY_EDITOR
using HutongGames.PlayMaker.Ecosystem.Utils;
#endif
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.ScriptControl)]
......@@ -41,23 +37,6 @@ namespace HutongGames.PlayMaker.Actions
private object[] parametersArray;
private string errorString;
#if UNITY_EDITOR
public bool debug;
#endif
public override void Reset()
{
className = null;
methodName = null;
parameters = null;
storeResult = null;
everyFrame = false;
#if UNITY_EDITOR
debug = false;
#endif
}
public override void OnEnter()
{
parametersArray = new object[parameters.Length];
......@@ -110,24 +89,7 @@ namespace HutongGames.PlayMaker.Actions
result = cachedMethodInfo.Invoke(null, parametersArray);
}
if (!storeResult.IsNone)
{
storeResult.SetValue(result);
}
#if UNITY_EDITOR
if (debug || LinkerData.DebugAll)
{
UnityEngine.Debug.Log("<Color=blue>CallStaticMethod</Color> on "+this.Fsm.GameObjectName+":"+this.Fsm.Name+"\n" +
"<Color=red>TargetType</Color>\t\t"+ cachedType+"\n" +
"<Color=red>Assembly</Color>\t\t"+cachedType.Assembly.FullName+"\n" +
"<Color=red>Method</Color>\t\t\t"+cachedMethodInfo.Name+"\n" );
LinkerData.RegisterClassDependancy(cachedType,cachedType.ToString());
}
#endif
storeResult.SetValue(result);
}
private bool DoCache()
......
......@@ -6,5 +6,3 @@ MonoImporter:
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
// Unity 5.1 introduced a new networking library.
// Unless we define PLAYMAKER_LEGACY_NETWORK old network actions are disabled
#if !(UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_5_0 || PLAYMAKER_LEGACY_NETWORK)
#define UNITY_NEW_NETWORK
#endif
// Some platforms do not support networking (at least the old network library)
#if (UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#define PLATFORM_NOT_SUPPORTED
#endif
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
......@@ -8,58 +19,65 @@ namespace HutongGames.PlayMaker.Actions
// Caches the component for performance
public abstract class ComponentAction<T> : FsmStateAction where T : Component
{
private GameObject cachedGameObject;
private T component;
/// <summary>
/// The cached GameObject. Call UpdateCache() first
/// </summary>
protected GameObject cachedGameObject;
/// <summary>
/// The cached component. Call UpdateCache() first
/// </summary>
protected T cachedComponent;
protected Rigidbody rigidbody
{
get { return component as Rigidbody; }
get { return cachedComponent as Rigidbody; }
}
protected Rigidbody2D rigidbody2d
{
get { return component as Rigidbody2D; }
get { return cachedComponent as Rigidbody2D; }
}
protected Renderer renderer
{
get { return component as Renderer; }
get { return cachedComponent as Renderer; }
}
protected Animation animation
{
get { return component as Animation; }
get { return cachedComponent as Animation; }
}
protected AudioSource audio
{
get { return component as AudioSource; }
get { return cachedComponent as AudioSource; }
}
protected Camera camera
{
get { return component as Camera; }
get { return cachedComponent as Camera; }
}
protected GUIText guiText
{
get { return component as GUIText; }
get { return cachedComponent as GUIText; }
}
protected GUITexture guiTexture
{
get { return component as GUITexture; }
get { return cachedComponent as GUITexture; }
}
protected Light light
{
get { return component as Light; }
get { return cachedComponent as Light; }
}
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if !(PLATFORM_NOT_SUPPORTED || UNITY_NEW_NETWORK || PLAYMAKER_NO_NETWORK)
protected NetworkView networkView
{
get { return component as NetworkView; }
get { return cachedComponent as NetworkView; }
}
#endif
protected bool UpdateCache(GameObject go)
......@@ -69,18 +87,18 @@ namespace HutongGames.PlayMaker.Actions
return false;
}
if (component == null || cachedGameObject != go)
if (cachedComponent == null || cachedGameObject != go)
{
component = go.GetComponent<T>();
cachedComponent = go.GetComponent<T>();
cachedGameObject = go;
if (component == null)
if (cachedComponent == null)
{
LogWarning("Missing component: " + typeof(T).FullName + " on: " + go.name);
}
}
return component != null;
return cachedComponent != null;
}
}
}
\ No newline at end of file
......@@ -20,7 +20,7 @@ namespace HutongGames.PlayMaker.Actions
[Tooltip("Multiply the movement vector by a speed factor.")]
public FsmFloat speed;
[Tooltip("Move in local or word space.")]
[Tooltip("Move in local or world space.")]
public Space space;
private GameObject previousGo; // remember so we can get new controller only when it changes.
......
......@@ -26,12 +26,14 @@ namespace HutongGames.PlayMaker.Actions
[Tooltip("Optionally store the created object.")]
public FsmGameObject storeObject;
#if PLAYMAKER_LEGACY_NETWORK
[Tooltip("Use Network.Instantiate to create a Game Object on all clients in a networked game.")]
public FsmBool networkInstantiate;
[Tooltip("Usually 0. The group number allows you to group together network messages which allows you to filter them if so desired.")]
public FsmInt networkGroup;
#endif
public override void Reset()
{
gameObject = null;
......@@ -39,8 +41,10 @@ namespace HutongGames.PlayMaker.Actions
position = new FsmVector3 { UseVariable = true };
rotation = new FsmVector3 { UseVariable = true };
storeObject = null;
#if PLAYMAKER_LEGACY_NETWORK
networkInstantiate = false;
networkGroup = 0;
#endif
}
public override void OnEnter()
......@@ -76,7 +80,7 @@ namespace HutongGames.PlayMaker.Actions
}
}
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
GameObject newObject;
if (!networkInstantiate.Value)
......
......@@ -22,8 +22,13 @@ namespace HutongGames.PlayMaker.Actions
{
// Have to get the root, since the game object will be destroyed if any of its parents are destroyed.
Object.DontDestroyOnLoad(Owner.transform.root.gameObject);
GameObject _go = Fsm.GetOwnerDefaultTarget(gameObject);
if (_go!=null)
{
Object.DontDestroyOnLoad( _go.transform.root.gameObject);
}
Finish();
}
}
......
......@@ -47,7 +47,7 @@ namespace HutongGames.PlayMakerEditor
var goTargetTransform = goTarget.transform;
var worldTargetPos = goTargetTransform.TransformPoint(lookAtAction.targetPosition.Value);
lookAtAction.targetPosition.Value = goTargetTransform.InverseTransformPoint(Handles.PositionHandle(worldTargetPos, goTarget.transform.rotation));
lookAtAction.targetPosition.Value = goTargetTransform.InverseTransformPoint(Handles.PositionHandle(worldTargetPos, goTarget.transform.rotation));
Handles.color = new Color(1, 1, 1, 0.2f);
Handles.DrawLine(goTargetTransform.position, lookAtAction.GetLookAtPositionWithVertical());
}
......@@ -67,8 +67,11 @@ namespace HutongGames.PlayMakerEditor
// Lookat vector
Handles.DrawLine(goPosition, lookAtPosition);
#if UNITY_5_5_OR_NEWER
Handles.ConeHandleCap(0, goPosition + lookAtVector.normalized * (distance - arrowSize * 0.7f), lookAtRotation, arrowSize, EventType.Repaint); // fudge factor to position cap correctly
#else
Handles.ConeCap(0, goPosition + lookAtVector.normalized * (distance - arrowSize * 0.7f) , lookAtRotation, arrowSize); // fudge factor to position cap correctly
#endif
// Arc between vectors
Handles.color = new Color(1, 1, 1, 0.2f);
......
......@@ -61,8 +61,12 @@ namespace HutongGames.PlayMakerEditor
// Target vector
Handles.DrawLine(goPosition, lookAtPosition);
Handles.ConeCap(0, goPosition + lookAtVector.normalized * (distance - arrowSize * 0.7f), lookAtRotation, arrowSize); // fudge factor to position cap correctly
#if UNITY_5_5_OR_NEWER
Handles.ConeHandleCap(0, goPosition + lookAtVector.normalized * (distance - arrowSize * 0.7f), lookAtRotation, arrowSize, EventType.Repaint); // fudge factor to position cap correctly
#else
Handles.ConeCap(0, goPosition + lookAtVector.normalized * (distance - arrowSize * 0.7f), lookAtRotation, arrowSize); // fudge factor to position cap correctly
#endif
// Show vertical offset
if (moveTowardsAction.ignoreVertical.Value)
......
......@@ -43,7 +43,7 @@ namespace HutongGames.PlayMaker.Actions
return;
}
var transform = go.transform.FindChild(childName.Value);
var transform = go.transform.Find(childName.Value);
storeResult.Value = transform != null ? transform.gameObject : null;
}
}
......
......@@ -39,6 +39,11 @@ namespace HutongGames.PlayMaker.Actions
everyFrame = false;
}
public override void OnPreprocess()
{
Fsm.HandleLateUpdate = true;
}
public override void OnLateUpdate()
{
DoGetAngleToTarget();
......
......@@ -4,10 +4,6 @@
using UnityEngine;
#if UNITY_EDITOR
using HutongGames.PlayMaker.Ecosystem.Utils;
#endif
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.UnityObject)]
......@@ -19,38 +15,16 @@ namespace HutongGames.PlayMaker.Actions
public FsmProperty targetProperty;
public bool everyFrame;
#if UNITY_EDITOR
public bool debug;
#endif
public override void Reset()
{
targetProperty = new FsmProperty { setProperty = false };
everyFrame = false;
#if UNITY_EDITOR
debug = false;
#endif
}
public override void OnEnter()
{
targetProperty.GetValue();
#if UNITY_EDITOR
if (debug || LinkerData.DebugAll )
{
UnityEngine.Debug.Log("<Color=blue>GetProperty</Color> on "+this.Fsm.GameObjectName+":"+this.Fsm.Name+"\n" +
"<Color=red>TargetType</Color>\t\t"+ targetProperty.TargetTypeName+"\n" +
"<Color=red>Assembly</Color>\t\t"+targetProperty.TargetType.Assembly.FullName+"\n" +
"<Color=red>Property</Color>\t\t\t"+targetProperty.PropertyName+" <"+ targetProperty.PropertyType+">\n" );
LinkerData.RegisterClassDependancy(targetProperty.TargetType,targetProperty.TargetTypeName);
}
#endif
if (!everyFrame)
{
Finish();
......
......@@ -6,5 +6,3 @@ MonoImporter:
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
......@@ -9,11 +9,6 @@ using System.Reflection;
using UnityEngine;
#if UNITY_EDITOR
using HutongGames.PlayMaker.Ecosystem.Utils;
#endif
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.ScriptControl)]
......@@ -55,10 +50,6 @@ namespace HutongGames.PlayMaker.Actions
#endif
#if UNITY_EDITOR
public bool debug;
#endif
public override void Reset()
{
gameObject = null;
......@@ -68,10 +59,6 @@ namespace HutongGames.PlayMaker.Actions
repeating = false;
repeatDelay = 1;
cancelOnExit = false;
#if UNITY_EDITOR
debug = false;
#endif
}
MonoBehaviour component;
......@@ -106,19 +93,6 @@ namespace HutongGames.PlayMaker.Actions
{
component.Invoke(methodName.Value, delay.Value);
}
#if UNITY_EDITOR
if (debug || LinkerData.DebugAll)
{
UnityEngine.Debug.Log("<Color=blue>InvokeMethod</Color> on "+this.Fsm.GameObjectName+":"+this.Fsm.Name+"\n" +
"<Color=red>TargetType</Color>\t\t"+ component.GetType()+"\n" +
"<Color=red>Assembly</Color>\t\t"+component.GetType().Assembly.FullName+"\n" +
"<Color=red>Method</Color>\t\t\t"+methodName.Value+"\n" );
LinkerData.RegisterClassDependancy(component.GetType(),component.GetType().ToString());
}
#endif
}
public override void OnExit()
......
......@@ -6,5 +6,3 @@ MonoImporter:
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
......@@ -51,6 +51,11 @@ namespace HutongGames.PlayMaker.Actions
everyFrame = true;
}
public override void OnPreprocess()
{
Fsm.HandleLateUpdate = true;
}
public override void OnEnter()
{
DoLookAt();
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using System;
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using System;
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using System;
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
// (c) Copyright HutongGames, LLC 2010-2012. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using UnityEngine;
......
......@@ -12,7 +12,7 @@
using UnityEngine;
using System.Collections;
[AddComponentMenu("PlayMaker/Misc/RPC Proxy")]
public class PlayMakerRPCProxy : MonoBehaviour
{
public PlayMakerFSM[] fsms;
......
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
#if !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
#if PLAYMAKER_LEGACY_NETWORK && !(UNITY_FLASH || UNITY_NACL || UNITY_METRO || UNITY_WP8 || UNITY_WIIU || UNITY_PSM || UNITY_WEBGL || UNITY_PS3 || UNITY_PS4 || UNITY_XBOXONE)
using System;
using UnityEngine;
......
......@@ -53,6 +53,11 @@ namespace HutongGames.PlayMaker.Actions
finishTolerance = 1;
finishEvent = null;
}
public override void OnPreprocess()
{
Fsm.HandleLateUpdate = true;
}
public override void OnEnter()
{
......
......@@ -17,9 +17,17 @@ namespace HutongGames.PlayMaker.Actions
public override void Awake()
{
if (everyFrame && everyFrameOption == everyFrameOptions.FixedUpdate)
{
Fsm.HandleFixedUpdate = true;
if (everyFrame)
{
switch (everyFrameOption)
{
case everyFrameOptions.FixedUpdate:
Fsm.HandleFixedUpdate = true;
break;
case everyFrameOptions.LateUpdate:
Fsm.HandleLateUpdate = true;
break;
}
}
}
......
// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
using UnityEngine;
......
......@@ -57,7 +57,8 @@ namespace HutongGames.PlayMaker.Actions
public override void OnPreprocess()
{
Fsm.HandleFixedUpdate = true;
if (fixedUpdate) Fsm.HandleFixedUpdate = true;
if (lateUpdate) Fsm.HandleLateUpdate = true;
}
public override void OnEnter()
......
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
using UnityEngine;
......@@ -44,8 +44,11 @@ namespace HutongGames.PlayMaker.Actions
{
Time.timeScale = timeScale.Value;
//TODO: how to get the user set default value?
Time.fixedDeltaTime = 0.02f * Time.timeScale;
if (adjustFixedDeltaTime.Value)
{
//TODO: how to get the user set default value?
Time.fixedDeltaTime = 0.02f * Time.timeScale;
}
}
}
}
\ No newline at end of file
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// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
#if UNITY_5_3 || UNITY_5_3_OR_NEWER
using System;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Scene)]
[Tooltip("Allow scenes to be activated as soon as it is ready.")]
[Obsolete("Use LoadSceneAsynch instead")]
public class AllowSceneActivation : FsmStateAction
{
[RequiredField]
[UIHint(UIHint.Variable)]
[Tooltip("The name of the new scene. It cannot be empty or null, or same as the name of the existing scenes.")]
public FsmInt aSynchOperationHashCode;
[Tooltip("Allow the scene to be activated as soon as it's ready")]
public FsmBool allowSceneActivation;
[Tooltip("useful if activation will be set during update")]
public bool everyframe;
[ActionSection("Result")]
[Tooltip("The loading's progress.")]
[UIHint(UIHint.Variable)]
public FsmFloat progress;
[Tooltip("True when loading is done")]
[UIHint(UIHint.Variable)]
public FsmBool isDone;
[Tooltip("Event sent when scene loading is done")]
public FsmEvent doneEvent;
[Tooltip("Event sent when action could not be performed. Check Log for more information")]
public FsmEvent failureEvent;
public override void Reset()
{
aSynchOperationHashCode = null;
allowSceneActivation = null;
everyframe = false;
progress = null;
isDone = null;
doneEvent = null;
failureEvent = null;
}
public override void OnEnter()
{
DoAllowSceneActivation ();
if (!everyframe) {
Finish();
}
}
public override void OnUpdate()
{
DoAllowSceneActivation ();
}
void DoAllowSceneActivation()
{
if (aSynchOperationHashCode.IsNone ||
allowSceneActivation.IsNone ||
LoadSceneAsynch.aSyncOperationLUT==null ||
!LoadSceneAsynch.aSyncOperationLUT.ContainsKey(aSynchOperationHashCode.Value)
) {
Fsm.Event(failureEvent);
Finish();
return;
}
if (!progress.IsNone)
progress.Value = LoadSceneAsynch.aSyncOperationLUT [aSynchOperationHashCode.Value].progress;
if (!isDone.IsNone) {
isDone.Value = LoadSceneAsynch.aSyncOperationLUT [aSynchOperationHashCode.Value].isDone;
if (LoadSceneAsynch.aSyncOperationLUT [aSynchOperationHashCode.Value].isDone) {
LoadSceneAsynch.aSyncOperationLUT.Remove (aSynchOperationHashCode.Value);
Fsm.Event (doneEvent);
Finish ();
return;
}
}
LoadSceneAsynch.aSyncOperationLUT[aSynchOperationHashCode.Value].allowSceneActivation = allowSceneActivation.Value;
}
}
}
#endif
\ No newline at end of file
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// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
#if !UNITY_5_3_0 && !UNITY_5_3_1 && ( UNITY_5_3 || UNITY_5_3_OR_NEWER )
using System;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Scene)]
[Tooltip("Create an empty new scene with the given name additively. The path of the new scene will be empty")]
public class CreateScene : FsmStateAction
{
[RequiredField]
[Tooltip("The name of the new scene. It cannot be empty or null, or same as the name of the existing scenes.")]
public FsmString sceneName;
public override void Reset()
{
sceneName = null;
}
public override void OnEnter()
{
SceneManager.CreateScene(sceneName.Value);
Finish();
}
}
}
#endif
\ No newline at end of file
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// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
#if UNITY_5_3 || UNITY_5_3_OR_NEWER
using UnityEngine;
using UnityEditor;
using HutongGames.PlayMaker.Actions;
using HutongGames.PlayMakerEditor;
[CustomActionEditor(typeof(GetSceneBuildIndex))]
public class GetSceneBuildIndexCustomEditor : GetSceneActionBaseCustomEditor
{
public override bool OnGUI()
{
bool changed = EditSceneReferenceField();
EditField("buildIndex");
EditSceneReferenceResultFields ();
return GUI.changed || changed;
}
}
#endif
\ No newline at end of file
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// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
#if UNITY_5_3 || UNITY_5_3_OR_NEWER
using UnityEngine;
using UnityEditor;
using HutongGames.PlayMaker.Actions;
using HutongGames.PlayMakerEditor;
[CustomActionEditor(typeof(GetSceneIsDirty))]
public class GetSceneIsDirtyCustomEditor : GetSceneActionBaseCustomEditor
{
public override bool OnGUI()
{
bool changed = EditSceneReferenceField();
EditField("isDirty");
EditField("isDirtyEvent");
EditField("isNotDirtyEvent");
EditSceneReferenceResultFields();
return GUI.changed || changed;
}
}
#endif
\ No newline at end of file
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// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
#if UNITY_5_3 || UNITY_5_3_OR_NEWER
using UnityEngine;
using UnityEditor;
using HutongGames.PlayMaker.Actions;
using HutongGames.PlayMakerEditor;
[CustomActionEditor(typeof(GetSceneIsLoaded))]
public class GetSceneIsLoadedCustomEditor : GetSceneActionBaseCustomEditor
{
public override bool OnGUI()
{
bool changed = EditSceneReferenceField();
EditField("isLoaded");
EditField("isLoadedEvent");
EditField("isNotLoadedEvent");
EditSceneReferenceResultFields();
return GUI.changed || changed;
}
}
#endif
\ No newline at end of file
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// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
#if UNITY_5_3 || UNITY_5_3_OR_NEWER
using UnityEngine;
using UnityEditor;
using HutongGames.PlayMaker.Actions;
using HutongGames.PlayMakerEditor;
[CustomActionEditor(typeof(GetSceneIsValid))]
public class GetSceneIsValidCustomEditor : GetSceneActionBaseCustomEditor
{
public override bool OnGUI()
{
bool changed = EditSceneReferenceField();
EditField("isValid");
EditField("isValidEvent");
EditField("isNotValidEvent");
EditSceneReferenceResultFields();
return GUI.changed || changed;
}
}
#endif
\ No newline at end of file
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// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
#if UNITY_5_3 || UNITY_5_3_OR_NEWER
using UnityEngine;
using UnityEditor;
using HutongGames.PlayMaker.Actions;
using HutongGames.PlayMakerEditor;
[CustomActionEditor(typeof(GetSceneName))]
public class GetSceneNameCustomEditor : GetSceneActionBaseCustomEditor
{
public override bool OnGUI()
{
bool changed = EditSceneReferenceField();
EditField("name");
EditSceneReferenceResultFields ();
return GUI.changed || changed;
}
}
#endif
\ No newline at end of file
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// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
#if UNITY_5_3 || UNITY_5_3_OR_NEWER
using UnityEngine;
using UnityEditor;
using HutongGames.PlayMaker.Actions;
using HutongGames.PlayMakerEditor;
[CustomActionEditor(typeof(GetScenePath))]
public class GetScenePathCustomEditor : GetSceneActionBaseCustomEditor
{
public override bool OnGUI()
{
bool changed = EditSceneReferenceField();
EditField("path");
EditSceneReferenceResultFields ();
return GUI.changed || changed;
}
}
#endif
\ No newline at end of file
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// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
#if UNITY_5_3 || UNITY_5_3_OR_NEWER
using UnityEngine;
using UnityEditor;
using HutongGames.PlayMaker.Actions;
using HutongGames.PlayMakerEditor;
[CustomActionEditor(typeof(GetSceneRootCount))]
public class GetSceneRootCountCustomEditor : GetSceneActionBaseCustomEditor
{
public override bool OnGUI()
{
bool changed = EditSceneReferenceField();
EditField("rootCount");
EditSceneReferenceResultFields ();
return GUI.changed || changed;
}
}
#endif
\ No newline at end of file
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// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
#if !UNITY_5_3_0 && !UNITY_5_3_1 && ( UNITY_5_3 || UNITY_5_3_OR_NEWER )
using UnityEngine;
using UnityEditor;
using HutongGames.PlayMaker.Actions;
using HutongGames.PlayMakerEditor;
[CustomActionEditor(typeof(GetSceneRootGameObjects))]
public class GetSceneRootGameObjectsCustomEditor : GetSceneActionBaseCustomEditor
{
public override bool OnGUI()
{
bool changed = EditSceneReferenceField();
EditField("rootGameObjects");
EditSceneReferenceResultFields ();
return GUI.changed || changed;
}
}
#endif
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