edited November 2023 in ORK Support
Hi.

F1 Opens the Main Menu, and then I hit Equipment. Once I've entered the Equipment menu, I then select a combatant, whose equipment I can then modify.

To modify another combatant's equipment, I need to repeat the process...return to the Main Menu, select Equipment, then select a combatant.

This screenshot shows the Combatant menu kept open after the Equipment menu has been entered. Is there a (garden variety) way to allow this menu of Combatants to serve as buttons within the Equipment interface which, when clicked, switch to the clicked Combatant's equipment menu (without the need to return to the Main Menu)?

image
Post edited by tomraegan on
  • Generally, menu screens have Combatant Settings that define who can be a user and if switching (via input keys) is allowed. So, you can set up input keys to cycle through those combatants.

    For a setup as you asked for, i.e. clicking on one of the combatants there - that' can be done via the HUD used to display the combatant's information.
    Add a HUD Click component and add a Change Menu User click action to the HUD (e.g. at the root of the HUD prefab). The component needs to be on something with a graphic (e.g. image or text), as otherwise there's no clickable thing :)
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  • Cool.

    Here are the steps:
    Create a new HUD prefab and add HUD Click (as GiL explained:
    image

    Add new HUD prefab to new HUD:
    image

    Finally, in your Menu, select new HUD in Entry Page of Combatant:
    image

    Thanks GiL.
  • Follow up question:

    I'm attempting to place the yellow 'selected' appearance on the right-hand menu of combatants after I click on one, but could use a nudge. The yellow is evident in each UI panel in the screenshot except for the right hand one. Any attempt to place a button component on the HUD prefab I made with th HUD Click stops the menu working altogether.

    image
  • edited November 2023
    That's again done in the HUD prefab, this time using a HUD Condition component with a Menu User condition added.
    The HUD Condition component will enable/disable the game object it's attached to based on the condition being valid or invalid. You can e.g. use this to turn on/off a background image or a completely different HUD setup.

    Alternativley, the Combatant menu part has the Select User option to set the input button used to display the user's combatant the selected input. If your button prefab is set up to fade child colors as well, that'd also fade the HUD on it (naturally, if the HUD itself also has a color fader component attached, that also needs to fade children).
    Post edited by gamingislove on
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  • Select user. That was the one.

    Thanks!
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