I'd like to create a battle menu transition, however it seems to open and close each sub-menu when moving.
example video. I exaggerated the effect of the fade for testing purposes.
I've also tried turning sub menus on,
see video, but then i'm having issues with the game state changing and giving control back to the player while the parent menu is still open.
I see the control maps have a button now that
Usable in > While Choosing. However if I disable this, then the player can't move even from the beginning of the game.
Is there any way of making it so the Back button doesn't use the
After Close schematic?
The UI schematics would be used by any instance of that UI box opening or closing. The status changes of the battle menu options can also use schematics and are separated for different cases (e.g. accept and cancel).
As for control maps, While Choosing is true when a combatant can select actions, e.g. when it's their turn in turn based or phase battles.
You can use a status condition (via the control map's Conditions settings) for this, it offers the Battle Menu Open condition to check for battle menu of the combatant being shown or not.
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As to the UI Schematic, I had it set up in the UI Box settings. Understand now how each sub menu uses that.
Is it possible for a sub menu to use it's own UI Box? For example when I first load menu it has a diagonal background like this // but then when I open a sub menu, the background flips to \\?
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Thanks. Always discovering new things.
If they where dependent on that, enabling multi mode would have hidden those settings.
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You can use OnEnable and OnDisable functions in your script to manage this - when pooled, OnDisable would be called and when used again OnEnable.
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