Could we please get the ability to use a HUD on Collection Dialogue in Inventory --> Inventory Settings for Collect Item. I was hoping to use a specific HUD layout/formatting for the collection dialogue and as far as I'm aware that's not an option.
Came across this doing custom menu UI, and I thought this would be amazing if added as an official support:
For a UI page I need to place lists of buttons (abilities/equipment/etc) under different parents in a single UIBox (e.g. two lists of abilities, separated by text section headers). For a fixed number of buttons, placed input would do the job. For content that are not buttons, additional content would do the job. However, for a generated list of buttons this is not yet possible out of the box.
What I did:
1. Subclass ORKButtonContentLayout to include an optional string field (id), allowing the user to specify which ID to parent the input list to. 2. Subclass UIButtonInputContent to include this optional string field (id), so when 1. can assign this field when creating an instance of it. 3. Subclass UIBoxComponent to expose an array of string (id) to Transform, similar to additional content. Then override AddInput to reparent to the specified parent, if found. 4. Subclass UIBoxComponentInspector so the newly added array shows up in the inspector. 5. In custom menu parts, use the subclass from 1 to expose the field.
I think this would be great if directly supported, so all menus and all input types can be flexible with button placement :)
It could be nice to have a rebinding system in ORK itself in the menu part for example ,its something really missing even if I know rewired. The tool itself work weel but it is sometime complicated to make it open close properly ^^
And I know it could be done another way but adding the title/description/shortname changing with the level of ability like the other data could be great too :) e.g each ability level own their own name/descrption in the editor that can be reflected in the menus or HUD
@omeegaa Overriding name/description/etc. is already possible - see the Override Content settings of the ability's level settings.
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ORK is awesome, but most of it is just placeholder. Do you have any plans to integrate with other projects? Unity does a lot of sales, we can make this better.
For Combatant Groups and setting Combatants with the Battle component, it would be very helpful if we could add random/non-random combatants based on type/sub-type. I'm finding myself repeatably creating a lot of very large list.
For abilities, I separated my descriptions into several parts (in custom content) so I don't have to translate the common bits over and over, but I realized that I can't override them in my level content overrides. It'd be nice if ORK can support overriding custom content too in each ability level.
Also it would be nice to also have Levels for status effects - for abilities with multiple levels that give buffs with different values, without Status Effect levels we have to create each ability level status effect as a separate status effect. This is worse if the desired ability effect is more complex and requires multiple status effects to create (e.g. a passive that adds a status effect which adds another effect when a certain ability is cast), as each would require as many copies as there are levels.
It's also super annoying to work with multiple level status effects in passive abilities right now as you have to manually remove the previous level's effect in the next level :(
@gamingislove Would it be possible to add a toggle to the Status Effect Any HUD condition to include/exclude/exclusively only check for Hidden status effects?
At the moment it looks like the options are to either check individiually for every non-hidden status effect, or check for any status effect but then check that each hidden one is not applied.
Would it also be possible to have a HUD condition to check for status effect type? For example, I'd like to change the background on the status effect prefab based on which type it is (negative red, positive green, neutral gray for example), or even specify based on the status effect itself for the given HUD? (Although maybe the combatant status check when the provider is a status effect list might work?)
Hi, would it be possible to add the ability to select a specific combatant as an actor directly in the starting settings node of a schematic?
Ideally in the settings node something like "Add Actor Player Group -> Select Combatant" and it's a drop down list of the combatants from the Combatant menu.
You can currently select the group/reserve or the party member by their current index but in my battle system where the player can re-organise their party members both in and out of battle that's of limited use.
For some of my existing schematics I've used Select Combatant/Selected Data to achieve this but that can be quite a lot of setup per schematic and I'm trying to build a reusable template for interaction/battle dialogue where who is in the party/reserve and what slot they're in is highly variable.
Being able to directly select "John Combatant" as a party member in the initial setup would be extremely helpful for me for getting the correct combatant, as the existing methods are more difficult and I tend to make a lot of errors doing them.
@WO2 Will look into adding that in the next update :)
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Would it be possible to add names (even if just Editor only) to Sound and Music channels? Mainly to help keep track locally of what the intended use of the channel is in the project (e.g. I want to use Channel 0 for SFX, Channel 1 for voice lines, etc.)
For a UI page I need to place lists of buttons (abilities/equipment/etc) under different parents in a single UIBox (e.g. two lists of abilities, separated by text section headers). For a fixed number of buttons, placed input would do the job. For content that are not buttons, additional content would do the job. However, for a generated list of buttons this is not yet possible out of the box.
What I did:
1. Subclass ORKButtonContentLayout to include an optional string field (id), allowing the user to specify which ID to parent the input list to.
2. Subclass UIButtonInputContent to include this optional string field (id), so when 1. can assign this field when creating an instance of it.
3. Subclass UIBoxComponent to expose an array of string (id) to Transform, similar to additional content. Then override AddInput to reparent to the specified parent, if found.
4. Subclass UIBoxComponentInspector so the newly added array shows up in the inspector.
5. In custom menu parts, use the subclass from 1 to expose the field.
I think this would be great if directly supported, so all menus and all input types can be flexible with button placement :)
It could be nice to have a rebinding system in ORK itself in the menu part for example ,its something really missing even if I know rewired.
The tool itself work weel but it is sometime complicated to make it open close properly ^^
e.g each ability level own their own name/descrption in the editor that can be reflected in the menus or HUD
Overriding name/description/etc. is already possible - see the Override Content settings of the ability's level settings.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Invector character controller:
https://assetstore.unity.com/packages/tools/game-toolkits/invector-third-person-controller-shooter-template-84583
nGUI:
https://assetstore.unity.com/packages/tools/gui/ngui-next-gen-ui-2413
Malber Inventory
https://assetstore.unity.com/packages/tools/animation/malbers-inventory-system-268095
It's also super annoying to work with multiple level status effects in passive abilities right now as you have to manually remove the previous level's effect in the next level :(
At the moment it looks like the options are to either check individiually for every non-hidden status effect, or check for any status effect but then check that each hidden one is not applied.
Would it also be possible to have a HUD condition to check for status effect type? For example, I'd like to change the background on the status effect prefab based on which type it is (negative red, positive green, neutral gray for example), or even specify based on the status effect itself for the given HUD? (Although maybe the combatant status check when the provider is a status effect list might work?)
Ideally in the settings node something like "Add Actor Player Group -> Select Combatant" and it's a drop down list of the combatants from the Combatant menu.
You can currently select the group/reserve or the party member by their current index but in my battle system where the player can re-organise their party members both in and out of battle that's of limited use.
For some of my existing schematics I've used Select Combatant/Selected Data to achieve this but that can be quite a lot of setup per schematic and I'm trying to build a reusable template for interaction/battle dialogue where who is in the party/reserve and what slot they're in is highly variable.
Being able to directly select "John Combatant" as a party member in the initial setup would be extremely helpful for me for getting the correct combatant, as the existing methods are more difficult and I tend to make a lot of errors doing them.
Will look into adding that in the next update :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
That's wonderful. Thank you so much.
In the UI -> Text Display Settings -> Use Cost Display, it's available for many other menus like Item Cost, equipment cost, etc.
Currently the only way to make the Research tree cost customizable is by overriding the description content.
It would be amazing to have such cost setup in the Use Cost Display for research tree too!
EP