Hello! I am yet another person, it seems, making a Pokemon-esque game using Ork 3 and Makinom 2, and having a pretty good time with it so far, very neat and well designed system! Fun to use, though I understand now why people say the UI system has a steep learning curve. I am enjoying putting all this together though!
I have a question regarding sub-menus/context menus. I managed to make a menu for a party screen with my creatures, and successfully hid the player so it only shows the creatures, but when I select (accept) a creature, I would like another context menu to show up and show things such as Summary, Switch, Held Item, etc. Is this possible? Furthermore, is there a way to get it to pop up near the actual HUD that is clicked on? instead of a static menu screen.
I've tried the HUD Click component, but that also doesn't seem to work with the Accept key which is strange, unsure if that's meant to function that way or not.
Currently I am in the process of making the menu part of the HUD prefab itself and seeing if I can do this that way, but I'm unsure if there's a better way to do this or not. Still new to this and learning a lot as I go along.
Thanks!
~McKinley
The action menu can also be hidden, e.g. if you only have the schematic menu item there, you can disable Show Action Box and just have the combatant list available to select one and start the schematic.
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I'm super confused then though, what is the best way to go about what I'm trying to achieve here? I have 2 groups I need sort of separated, like different UI boxes: Battle, and Reserve. But now I'm not sure how to get both to show at the same time, in different boxes hopefully (because the second slot for Battle CAN be empty, so I can't just display all the creatures in a regular column, and also have an openable context menu for selecting the creatures. I'm not seeing a way to filter Group menu part by being able to choose whether to display battle or reserve, unless I'm blind. Sorry for such a broad question, I'm just super stuck.
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