Hope my case hasn't explicitly been discussed before. I am a relative newcomer to scripting and have been taking my first steps with Ork.
I have a question regarding the feasibility of something I am working to implement in an upcoming game.
I have an active-time based battle system and plan to use custom skill icons to call attacks, abilities, and items, etc., somewhat similar to that pictured here (reference - not my work):
The custom skill icons are such that, when the active time bar is filled completely, they are animated to 'pop' out of a predefined point affixed to the characters' gameobj and arrange themselves into the pictured positions. The animation itself is easy, but what I am curious is this:
1) Can each stationary skill icon (after the initial 'spawning-in' animation) be turned into a gameobject that can be scripted to call specific attacks/abilities/items and trigger target selection? (Just as it is with the Battle Menu bar)?
2) Does the above need to be scripted at all? Or can the existing Battle Menu bar be considerably tweaked via regular (i.e., no script required) to afford the disparate skill icons and animations?
3) Can the Active Time Bar HUD be tweaked to fill a customized hollow sprite (a circle) with color?
I apologize beforehand for these questions whose solutions may be painfully obvious to those with experience.
If anyone could clarify whether the above is possible, I will be very grateful.
Thank you so much in advance.