I'm nearly done with custom UI/Hud(Grid Inventory/Equipment/Custom Skill Tree etc.) and I must say I'm very impressed with how much flexibility ORK gave me in this. I just have a few last loose ends to tie up and I had some questions about that.
1) How can I block ORK Raycasts with custom UI? For example UI to block movement, target selection etc. I found the options in ORK and I was able to block stuff with ORK's GUI boxes but I could not quite figure out how to do the same with Custom UI.
2) Can I somehow drop equipped equipment on the ground? I found Drop Functions on Items but not Equipment.
3) Is there a way for me to track the following player states in Turn Based Grid Battle. (I'm not using a battle menu of ORK) a) Player is not currently engaged in either Target or Action Selection or Performing Action. (I want to force player into "Move" Command if player is not locked in any other action. b) Player is Locked in Target Selection, So he selected action and now he is selecting target. c) Player just canceled the Action. So he was in Target selection but pressed the cancel key.
I looked into different options in CombatantActions class, but maybe because I'm not using BattleMenu or I got these wrong. The IsChoosing/IsPreChoosing/IsWaiting/ActionState do not seem to correspond to b) situation.
4) Is it possible to get these two situations from Turn Based battle? a) A new turn Started, meaning all the combatants had their turn and now they go for a new round. b) A new "Local" turn started, meaning one combatant finished all his actions and new combatant was just selected. c) Battle has ended d) Combatant Died e) Is there a way to track the point where the battle was triggered? I found the BattleStarted delegate but that triggers when actual combat starts, and before that there is Pre-battle stuff like character placement on grid etc.
Right now I edited source code with custom delegates for that, but wanted to check if there is a built in way to make upgrading ORK easier.