swiftillusion

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Viewing 15 posts - 1 through 15 (of 16 total)
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  • swiftillusion
    Participant

    Thanks so much for your thorough response, and honestly that example usage/breakdown makes things much clearer for me than I was able to try and interpret from the link I gave. Simple but easy to grasp and relatable, helped a ton really :D.
    And thanks so so much for the email, with that and all of the above after playing about and referencing bits and pieces my WIP implementation for testing purposes looks like the below.

    With that I can easily set the base values for the cards in the fields, then get the current card stats during battle with easy access to the original values for things like full healing a creature or ‘silencing’ the cards buffs to just return its default stats.
    Might change as I look into other bits and pieces like deck management etc but for now I’ve got a lot more to work with thanks to your help 😀 really appreciate all of this!

    swiftillusion
    Participant

    Ohhh no wonder, now I understand why I could get some things for some reflected classes and not others.
    Thanks a lot for the extra example along with the response, the project kit I was trying to reference/branch off for the initial card class usage just had fields and I didn’t realize this difference, that all really helps :).
    After trying to research the differences between fields/properties now, even though the reference project is incredibly well done-it appears that using properties from fields is actually the best practice?
    Based mostly on this – http://stackoverflow.com/questions/295104/what-is-the-difference-between-a-field-and-a-property-in-c
    I realize at this point it can get relatively subjective, and maybe they only used public fields in their classes because those were part of an editor extension, and it looks like properties also need to be declared as serializable for the data to be saved/loaded?
    But does this mean, as awesome as the upcoming update with field access sounds, for now I should be instead trying to use class properties instead?
    Or as I imagine, would access to fields allow you to easily create the card data in the flowcanvas editor, kind of like how a vector3 has the 3 fields where you just input the information. It looks like setting/getting data properties has its place, but would be extremely clunky for the purpose of card data, especially if wanting to make a list of cards for deck purposes, etc.

    If it would be possible to receive access to the new version via my registered email to try out the difference in usage first-hand that’d be an absolute honor and incredibly appreciated :)!

    swiftillusion
    Participant

    That’s seriously the best news, thanks so much for working hard to resolve that, it’ll be awesome not having to worry about that.
    Goodluck on wrapping up a solution, I can’t wait for the update :)!!

    in reply to: Receiving specific animation events within a graph? #1189
    swiftillusion
    Participant

    Ahh that makes sense now. I got caught up with there also being animation ‘events’ in the file editor,
    but after making duplicates of the animation files so they’re no longer read-only and adding the events via the animation window
    like that/moving the custom events to a new flowcanvas on the character, it all works absolutely perfectly 😀 thank you very much!

    swiftillusion
    Participant

    Just wanted to re-iterate after attempting to make more progress that this is still a significant issue I’m finding in multiple areas.
    For example the ‘mouse’ action that lets you automatically have reactions based on interactions with an objects collider can also fail, as it seems it’s not able to register the collider as its target before the event is activated/the mouse action becomes active.
    (This happened to 3 of 8 objects in a scene that all shared the same flow script asset).
    As a result I had to setup a cumbersome workaround to deactivate/re-activate the objects after the scene starts in an attempt to properly register the mouses target that delays the speed players can make actions and I really hope I don’t need to permanently keep trying to find these workarounds that negatively affect the play experience.

    swiftillusion
    Participant

    Ahh yeah, that’d make sense.
    No worries, thanks a lot for your responses and perseverance to improve your awesome asset 🙂 goodluck finding a solution.

    swiftillusion
    Participant

    No worries, glad I thought to double check and thanks for your response/understanding regarding that.

    Just working on a reproducible scene for you now, and wanted to mention an initial discovery.
    3 cubes, CubeA/CubeB/CubeC all in the same scene, without instantiating/etc, have a custom event sent from CubeA’s graph on awake.
    Only CubeB receives that event.
    To have them all receive it, I had to add a 1 second wait before running the event.
    So, even CubeA, where the event is sent from, can’t receive it correctly without the delay,
    and for some reason CubeB *consistently* is the only one to be able to receive it?
    These are nothing but copy/pasted cubes.
    https://i.gyazo.com/722697d8ca30cbb2e32db50a82c4498c.png

    swiftillusion
    Participant

    Sorry for double posting, however I just wanted to re-iterate in-case the edits above hadn’t been seen, that I’ve still found no solution for sending an event correctly and would greatly appreciate it the above can be looked over in-case I’m missing something or there may be miscellaneous bug in the system.

    swiftillusion
    Participant

    Thanks for the response but that’s not the issue. If I set the color via update etc it works perfectly, that was the first thing I made sure of.

    EDIT:
    Very weird, I discovered that the global event is being properly sent to the cube in the client version (only the one it is attached to), and on the listen server, however the original cube instantiated on the listen server doesn’t work at all.
    The specific object event still works for neither.
    Which doesn’t make sense to me because the test log is functioning properly for both?
    Edit 2:
    It’s not actually being ‘properly’ sent. When I join with the second cube, on the client it send the global event to itself, but on the server side that login causes the original cube to change color-rather than the new one? Very confusing, might be a result of it being global though, or something? As the object call doesn’t work at all.

    Edit3:
    I’m wondering if this is related to an error received after I stop the project,
    “NullReferenceException: Object reference not set to an instance of an object
    ParadoxNotion.Services.MessageRouter.UnRegister (System.Object target, System.String[] messages) (at Assets/ParadoxNotion/FlowCanvas/Framework/_Commons/Runtime/Services/MessageRouter.cs:247)”

    -I just removed the script with that is sending the custom event and this error disappeared so it must be related in some way, though I don’t know enough to understand if it’s just miscellaneous errors on stopping the graph rather than directly related to attempted messages.

    in reply to: Reflected nodes that should act as events? #1144
    swiftillusion
    Participant

    Currently I’m having the most difficulty trying to build a custom event for getting the moment an entity is ‘attached’ in the Photon Bolt architecture.
    http://doc.photonengine.com/en-us/bolt/current/getting-started/bolt-102-properties-and-callbacks

    The difficulty is increased because the 2nd “Creating Event Nodes” example documentation for FlowCanvas, regarding custom events that have a type of object you can equip doesn’t function, so I can’t work out how all of that comes together (e.g. if value is getting the ‘MyComponent’ (or whatever that would be)), etc.
    Also I can’t use the “public override void Attached()” inside the custom event as it says the “Attached” namespace isn’t valid.
    Note that I’d like to use ‘Transform.GetComponent<BoltEntity>().GetState<IState>()’ (with Transform as the MyComponent value) because I believe that’s required for the ‘Bolt.EntityBehaviour<()> section to function. At the very least I needed that elsewhere.
    I’m trying to make it as generic as possible so I can use it for all my entity’s required using Photon Bolt.
    Thanks a lot for your response, hoping the above can help find some way to solving this, even if you could just give a more functional example for the second Custom Event type shown in the FlowCanvas documentation.

    in reply to: Reflected nodes that should act as events? #1135
    swiftillusion
    Participant

    I again appreciate your response, and sincerely appreciate the time and effort you clearly put into it,
    however you are ignoring the subject of my question and dismissing my ability to judge what I can/can’t do myself.
    If everyone had equal ability to do anything the term ‘genius’ wouldn’t exist.
    I’ve attempted programming heavily for consecutive months, multiple times in the past with C/C++ and consistently reached a point early where I could no longer keep up with what I needed to know, infinitely before anything required for game development, however I’m able to understand the flow enough to build games with visual programming.
    And that’s without commenting on the vast difference in development time between visual programming/programming nor the tools required.
    I’ve had to explain this to 95% of the people responding to me when I ask questions.

    Regrettably the effort you put into the code above neither helps me get closer to understanding what I need to do to be able to access the events of assets I’m using and I’m only barely able to even guess what you’ve written results in, with things like completely not understanding “IUnit” after searching for it and barely even finding mention of it let alone an explanation.
    However I’d rather not have this topic drift further off topic so I’m not wishing to ask what that is here.

    I reiterate please, I’d like to know if there’s any method to tap into other assets beyond just adding every type associated with them via the ‘Preferred types editor’ in a way that lets me have reactive events like how I can see them being used in their tutorials.
    Or is their no method for this and flowcanvas can only ever access non-event functionality without programming each individually?

    in reply to: Reflected nodes that should act as events? #1133
    swiftillusion
    Participant

    It looks like your nodes are extensions rather than custom nodes. Try following the instructions here:

    I know that they are reflections and as I stated I’d looked through the documentation there, and I don’t have the programming capabilities to make custom nodes. I appreciate your response but that doesn’t help at all.
    I’m asking if there’s some method to get those as events somehow without having to end up programming it completely myself, as I can only manage visual programming.

    in reply to: Creating an Enum with just flowcanvas? #799
    swiftillusion
    Participant

    Yep that worked perfectly, thanks a ton for the clear and thorough instructions :)!

    in reply to: Spawning/destroying multiplayer objects? #666
    swiftillusion
    Participant

    Ahh thanks for explaining that, being unfamiliar with how that worked I didn’t realize it was being cast to it like that :).

    Appreciate knowing that’s how it should work, though the project I sent you may show why I wasn’t able to have that work for me ^^;

    Yep I was able to send you a barebones reconstruction of the issue to that email so hopefully it helps work things out, thanks a lot for the support :)!

    in reply to: Spawning/destroying multiplayer objects? #658
    swiftillusion
    Participant

    No worries, thanks so much for the thorough response :)!
    That, is definitely closer :D, it spawns the object which is great-however, it first instantiates the object too. I’ve tried a bunch of variations of setup but even without calling the instantiate when it’s connected to the spawn function it creates a clone, so it’s spawning 2 objects each time instead of just the clone and I can’t find any way to save the spawned clone as a blackboard variable which I need to be able to do. Also the examples in that manual seem to use GameObject to instantiate instead of UnityObject, when in flowscript the only way to get to instantiating at the game object level is by making an action and you can find that method in there (doesn’t exist in the reflect branch?).

    Looking forward to more search fields :D.

Viewing 15 posts - 1 through 15 (of 16 total)