I want to show the player what the enemy’s next move (as determined by its Battle AI) will be.
What’s the simplest way to implement something like this? I think I need read and display the AI’s first queued action, and some sort of loop that runs every frame to conditionally run the battle AI (e.g. when nothing is queued, or when stunned) but not execute any actions from the queue.
Generally, you can display actions via HUDs, e.g. using the HUD Combatant Action (Content Provider) component to get the Next action of the combatant and use that content provider in other HUD content components to display that information (e.g. name, icon, etc.).
There's also the HUD Combatant Action List component that can list multiple actions a combatant is involved in (either as user or target).
And, finally, there's the Battle Action HUD type to list actions, similar to the Combatant HUD type.
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I used HUD Combatant Action (Content Provider) which fetches the action fine, but I noticed that it didn't work with Action Information HUD Status Text component. Looking at the code, it looks like the latter is expecting a BaseAction type while the former is providing a DragShortcutWrapper. If I use the Shortcut type, then I lose target information.
Is HUD Combatant Action (Content Provider) intended to be used with some other HUD components?
The extensibility of ORK continues to make me very happy :)
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