Ok, so if you're not familiar with the attack slider, here is a video. The feature can be seen at 18:59 (I can't get it to share at the right moment for some unknown reason. Sorry!)
Conceptually, I think I basically understand how I'd make it happen: A temporarily displayed UI prefab that has a shape for the bar and another shape that animates horizontally, back and forth, passing through a trigger. When the player hits the button, I do a bool check to see if they hit it at the right time.
The catch is...I'm not a programmer and I only know how to do that by using Playmaker (I'm a designer/animator).
So my questions are: -Is there a way that I can send that bool value from a Playmaker FSM to ORK? Send it into a schematic perhaps? -Is there a better way to handle something like this, that doesn't involve me trying to grok code?
Well, I think I've discovered a way to do it. I'm using Playmaker to animate the slider and watch for player interaction. If the player hits the right button when the animated indicator is in the trigger area, it activates an empty object in the prefab. I did this because after poking through some ORK nodes, I saw that I could have ORK check on the active status of a prefab's child object.
Probably not the most efficient way to do it, but I'm going to go with it for now and see if it works! (Still need to go further into tutorial and learn how to give the player skills/abilities, etc.)
Granted I'm not familiar with Playmaker, but one workaround if you want ORK to wait on a result is to use Global Variables.
In your schematic, you can run a Check Variable node that checks for said variable, then if it fails, connects to a small wait node (0 - 0.1 seconds), which connects back to the check variable node. This effectively keeps the schematic alive looping until the check variable node passes.
So, in your script / playmaker you'd set something like "CombatResult" to 0 to start (0 = Hasn't started input) and then do your slider. If they press to early, you set it to 1 and if they hit it on time you set it to 2.
As soon as you set that variable to 1 or 2, ORK will pick up on it and continue the schematic as necessary, such as doing calculate action but with a 1.5 damage factor or something.
Hopefully that made sense, but at the end of the day, if it works, it works :)
Ha! I totally forgot that I also need to send a result if the player clicks when the indicator ISN'T in the trigger area. :p
I did eventually run across the check variable and thought it might be leveraged for this. When I have some time I'll give it a look. Thanks for the input!
Probably not the most efficient way to do it, but I'm going to go with it for now and see if it works! (Still need to go further into tutorial and learn how to give the player skills/abilities, etc.)
I'll report back!
In your schematic, you can run a Check Variable node that checks for said variable, then if it fails, connects to a small wait node (0 - 0.1 seconds), which connects back to the check variable node. This effectively keeps the schematic alive looping until the check variable node passes.
So, in your script / playmaker you'd set something like "CombatResult" to 0 to start (0 = Hasn't started input) and then do your slider. If they press to early, you set it to 1 and if they hit it on time you set it to 2.
As soon as you set that variable to 1 or 2, ORK will pick up on it and continue the schematic as necessary, such as doing calculate action but with a 1.5 damage factor or something.
Hopefully that made sense, but at the end of the day, if it works, it works :)
I did eventually run across the check variable and thought it might be leveraged for this. When I have some time I'll give it a look. Thanks for the input!