Playmaker belongs to a visual state machine editing tool, integrated into Unity's IDE, is very popular in the unity market, I saw the first feeling with the cryengine of the state machine is particularly similar. The CE of the state machine editor is actually very difficult to use, the students have been studied have expressed the effort. From past experience, this visual state machine editor is suitable for batch production, for example, novice boot, each feature may have a novice boot, the previous practice is to require programmers to write a bunch of code. Write Novice Guide, to understand the state machine, to understand the various events trigger mechanism, for a novice, learning curve is still there. If the workload is evaluated, a medium-complexity novice boot function takes a skilled two days to complete the function and test. And if there is a good tool, for a novice, about 1 days is enough, this is the efficiency of the tool to improve. It looks good, but in fact it needs a good layered design for the overall framework of the game engine.
Questions about what other people say about playmaker. From the output of playmaker, it should be a set of state machine code. But the problem is not that all the objects have to be controlled by the state machine. Playmaker state machine are control gameobject (here is doubtful, perhaps not), but in fact some state control code is not control Gameobject, perhaps just a logical relationship, such as version update, is driven by the network message flow. In addition to the efficiency problem, playmaker should be brought a lot of script, then run up will not be the problem such as lag and so on? From the previous experience, the main lag is IO, the instantiation of these, the simple logic of the operation can not produce obvious lag, otherwise it needs to be optimized. In fact, this editing tool can only be used by programmers, at least until the function is stable, programmers have to know exactly what is inside. Then is the complexity of the visual state machine, playmaker will let you minimize the function function, which will lead to a very large library of functional functions? Of course, if the design is good, it may be able to reduce the problem to a large extent. In fact, this is also the object-oriented requirements, to minimize the processing unit.
In addition, the whole game of the state machine how to design? I think it is best to use playmaker to put the existing code to do a clean-up, if the playmaker can complete the existing functions, then the product of nature is no problem. From the experience of the state machine before, it is necessary to comb the level clearly, do not have multiple levels of nesting, with a good name space, and even every state machine unit must have its own namespace.
Application of Playmaker