Some high level tips:
- PlayMaker ships with hundreds of examples of how to build actions in Assets/PlayMaker/Actions.
- Try to find actions that are similar to what you want to do, and use them as a starting point.
- If you uses Visual Studio, code completion will help you out a lot!
- Make variables public to expose them in the Action Editor; e.g., public float speed;
- Fsm Variables allow you to select a variable for the parameter (instead of a value).
- Fsm Variables start with Fsm; e.g., FsmFloat instead of float; FsmInt instead of int;
- Access an Fsm Variable's value with the Value property; e.g., speed.Value = 10f;
- To show a variable dropdown with no edit field, use the attribute [UIHint(UIHint.Variable)]
Converting A Script to an Action:
- Generally you will want to convert variables to Fsm Variables. E.g., float variables become FsmFloat variables.
- You will then need to use the Value property to access the variable's value in the script.
- The contents of Start(), Awake(), and OnEnable() should go in OnEnter(). This is code that is called when the state becomes active.
- The contents of Update() should go in OnUpdate(). This is code that is called every frame.
- The contents of OnDisable() should go in OnExit(). This is code that is called when the state is exited.