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PlayMakerFSM

HutongGames.PlayMaker.PlayMakerFSM : UnityEngine.MonoBehaviour

This is the main PlayMaker component. It is added to a GameObject to run an FSM.

Properties
static List<PlayMakerFSM> FsmList { get; }

A static list of all enabled PlayMakerFSM components in the scene.

bool Active { get; }

Is the FSM active? An active FSM processes MonoBehaviour and FSM events.

string ActiveStateName { get; }

The name of the active state in the FSM, or "" if not Active.

Use ChangeState, SendEvent or SetState to set the active state.

bool DrawGizmos { get; set; }

Flag to draw Playmaker Gizmos in scene view. Typically set by the editor.

Fsm Fsm { get; }
The FSM owned by the PlayMakerFSM component.
Use this to directly access public Fsm properties and methods.
string FsmName { get;  set; }

The name of the FSM owned by the PlayMakerFSM component.

string FsmDescription { get; set; }

Description of the FSM.

FsmTemplate FsmTemplate { get; }
Optional FsmTemplate used to create the FSM at runtime.
Use SetFsmTemplate(fsmTemplate) to set this.
bool UsesTemplate { get; }

Is an FsmTemplate defined?

Methods

static void BroadcastEvent(string eventName)

Broadcast an Event by name to all active FSMs.

static void BroadcastEvent(FsmEvent event)

Broadcast an Event to all active FSMs.

A little better performance than the string version.

void ChangeState(FsmEvent event)

Send an Event to the FSM to change its state.

void SendEvent(string eventName)

Send an Event by name to the FSM.

void SetFsmTemplate(FsmTemplate template)

Set the FsmTemplate to be used at runtime.

void SetState(string stateName)

Directly set the active state by name.

Normally you should use ChangeState or SendEvent instead.

void SendEvent(string eventName)

Send and Event to the FSM.

 

See Also:

 

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Last modified on 12/31/2015 3:33 PM by User.

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