ORK 2.27.0 is here:
release notesThis massive update adds a lot of new features throughout the framework, so be sure to check out the release notes for all details!
Some of the highlights are:
- new
Object type HUD for adding HUDs to game objects in your scenes (similar to the individual combatant HUDs), e.g. to mark quest objects or display the name of an NPC (from scene object component)
- you can define a
short name in addition to the standard name of things like items, combatants or abilities, there are new text codes to add them to HUDs, dialogues, etc. (e.g. have a status value named
Health Points and short name
HP)
- you can define custom text codes, which can be also be defined for combatants and scene objects, e.g. defining catch-phrases and using them in dialogues
- new manager components to handle enabling/disabling components and game objects, so there's now finally a way to let quest-related game objects appear in the same scene as the quest state was changed :)
A game changing new feature is using game objects in status value and status effects, as this allows for setting up complex systems that where not possible before.
Status values can automatically use them when they're changed (e.g. use an event when HP takes damage). There are optional conditions that can be used, as well as limiting them to be used when e.g. changes come from abilities or status effects.
Status effects can use them similar to the status conditions, e.g. using an event when the effect is applied or every X seconds while the effect is active.
Also, I've finally found a way to get the duration of an animation when using Mecanim - although you'll have to define the name of the animation clip for that to work.
Additionally, animation wait times in events received an update! You can now wait based on normalized time (i.e. a value between 0 and 1, 0 being no time and 1 being full time). You can e.g. wait for half of the animation (0.5 normalized time) before continuing the event. You can also store the animation's duration into a float variable (again also using normalized time), so you can e.g. wait for 25% of the animation and store the remaining 75% of the time into a variable to wait after doing other stuff (like using a
Calculate node or spawn some prefabs).
Finally, there's a new feature called the
Access Handler. The access handler funnels function calls in ORK through central, overridable classes, e.g. creating a combatant or adding something to an inventory. While it's probably not really relevant for many of you, it allows you to interject some of ORK's functionality with custom functionality.
I'll write a how-to on this topic in the next days :)Edit: Here's a
how-to including an custom access handler example for you to build upon.
Warning: There have been changes in all parts of the framework, especially value checks (e.g. used in variable conditions or status requirements) could potentially cause issues. While your data should be compatible with the changes, there is no 100% guarantee that it is –
proceed with caution and make a backup of your project!
Thanks for the warning by the way, we'll probably wait a bit for a good time to toss it into the project.
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I guess most will not need the access handler at all, but it allows for a wide variety of custom functionality, e.g. adding analytics data collection, client/server communications or replacing ORK functionality with complete custom functionality.
The access handler mainly funnels functionality that's caused by the player (e.g. using or collecting an item), if you need a functionality funneled through the access handler let me know :)
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When does ORK Framework 2.27.0 support unity2019.3.0? Currently ORK and "trigger entry" do not work.
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Here is the code I use to add the Status Effect:
playerInfoHUDCombatant.Status.Effects.Add(isDisplayedStatusEffectID, playerInfoHUDCombatant, null, true, true, null);
Any clue to help me with that?
Thanks!
As I said, this behaviour is only happening since I updated.
I spawn a combatant and I specify a New Game Start Event in the Main Menu/New Game settings. In the Start Event, I add a Status Effect with a Change Status Effect node. I then create a Combatant Info HUD that uses this Status Effect as a display condition. It will work. Now, if I add a Wait (1 sec.) node before the Change Status Effect Node, then the HUD will not display itself.
I'll check it out.
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I'll probably release a small bugfix update sometime next week.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!