Each FsmState has Actions it runs when active. All actions are derived from this base class.
The GameObject that owns the Fsm that owns the action.
The Fsm that owns the action.
The FsmState that owns the action.
Has the action finished running?
Actions should call Finish() when the action is complete.
Called in the editor when an action is added to a state or reset.
Called after the action is loaded. This is a good place to put expensive initialization.
Called when the state is entered.
Called by the PlayMakerFSM OnFixedUpdate method. See OnFixedUpdate in MonoBehaviour messages.
Called by the PlayMakerFSM Update method. See Update in MonoBehaviour messages.
If PlayMakerFSM.HandleOnGUI is false, then this is called by the PlayMakerGUI OnGUI method. NOTE: This batches multiple OnGUI calls together for better performance.
If PlayMakerFSM.HandleOnGUI is true, then this is called by the PlayMakerFSM OnGUI method. Sometimes you need to remove OnGUI calls from the PlayMakerGUI batch call, e.g., the SetGUIDepth action sets HandleOnGUI to true since it's hard to control the GUI Depth of batched GUI calls.
See OnGUI in MonoBehaviour messages.
Called by the PlayMakerFSM OnLateUpdate method. See OnLateUpdate in MonoBehaviour messages.
Called when the active state is exited.
These are collision and trigger events forwarded from PlayMakerFSM. See MonoBehaviour messages.
Called in the editor by the error checker. Use this method to validate the action settings.
If you return an error string it will be displayed in the editor.
Called in the editor. Equivalent to MonoBehaviour gizmo methods, allowing the action to use interactive scene gizmos to edit parameters.
Called in the editor. Lets the action build its own name, typically including parameters so you can collapse the action and still tell what it does from its title.
See Get/Set Property and Call Method actions as examples.
NOTE: The user can turn on AutoName in the Action Settings Menu.
Called in the editor by PlayMakerBuildCallbacks.OnPostProcessScene.
Use this to preprocess the scene and avoid runtime work.
Call StartCoroutine to Start a coroutine in an action.
Call StopCoroutine to stop a coroutine started by an action. Use the Coroutine returned by StartCoroutine.
Override this to handle an ActionTarget object being dragged into the Playmaker Editor.
This lets you do custom setup when the user drags and drops objects.
Last modified on 6/1/2016 2:40 PM by User.