edited September 2024 in ORK Support
Hi,

i would like to use ORK's UI box to make this
img

i set it up like this img
with
ok
previous tab
next tab
portrait
using ORK UI for control and
text panel to control the count

with a script to respond to onclick for previous and next tab

but when i put a schematic to call it, it gives me this error and the control doesnt work. the portrait game object also is disabled.

no portrait
NullReferenceException: Object reference not set to an instance of an object
GamingIsLove.Makinom.Components.UITabButton.ActiveStateChanged () (at :0)
GamingIsLove.Makinom.Components.UIButtonInput.SetContent (GamingIsLove.Makinom.UI.UIInputContent content, System.Collections.Generic.Queue`1[T] typewriterContent) (at :0)
GamingIsLove.Makinom.Components.UIBoxComponent.RegisterButtons () (at :0)
GamingIsLove.Makinom.Components.UIBoxComponent.Init (GamingIsLove.Makinom.UIBoxSetting settings, UnityEngine.Canvas canvas, UnityEngine.GameObject prefab) (at :0)
GamingIsLove.Makinom.UI.UnityUIBoxSettings.Create (GamingIsLove.Makinom.UIBoxSetting setting) (at :0)
GamingIsLove.Makinom.UIBoxSetting.Create () (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.UIBoxSetting.Create (GamingIsLove.Makinom.UIBoxAsset asset) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.UIBoxLayoutSelection.Create () (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.UI.DialogueControl+Runtime.Show (System.Boolean isUpdate) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.UI.DialogueControl+Runtime.Show (System.Int32 next) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.Schematics.Nodes.ShowDialogueNode.Execute (GamingIsLove.Makinom.Schematics.Schematic schematic) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.Schematics.Schematic.ExecuteNextNode () (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.Schematics.Schematic.Start () (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.Schematics.Schematic.PlaySchematic (System.Object source, GamingIsLove.Makinom.Schematics.ISchematicStarter starter, System.Object machineObject, System.Object startingObject, System.Boolean isBlocking, GamingIsLove.Makinom.MachineUpdateType updateType, System.Int32 inputID) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.Components.BaseMachineComponent.StartMachine (GamingIsLove.Makinom.Schematics.Schematic tmpSchematic, UnityEngine.GameObject startingObject) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.Components.InteractionMachineComponent.StartMachine (UnityEngine.GameObject startingObject, GamingIsLove.Makinom.VariableHandler startVariables) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.Components.InteractionMachineComponent.StartMachine (UnityEngine.GameObject startingObject) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.Components.InteractionMachineComponent.StartMoveToInteraction (UnityEngine.GameObject startingObject) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.Components.InteractionMachineComponent.Interact (UnityEngine.GameObject startingObject) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.Components.InteractionController.Interact () (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.InteractionHandler.InteractIC (UnityEngine.GameObject player) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.InteractionHandler.Interact (UnityEngine.GameObject player) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.InteractionHandler.CheckInteractionInput (UnityEngine.GameObject player, System.Boolean& interacted) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.InteractionHandler.Interact (System.Boolean& interacted) (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.ControlHandler.Tick () (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.Maki.FireTick () (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)
GamingIsLove.Makinom.MakinomHandler.Update () (at <19ae8cac3ed44d6c8c92a1dcd24e60a3>:0)

1. how should i properly set it up to achieve the reference image? i want to change portrait and the count also being controlled by ork, is it possible?
2. how to tell ork to change the portrait image when clicking next? or how do i and where to add the contents ?
3. is there any depth documentation about all of these UI boxes and how to use them?
Post edited by rmagn on
  • Hm, not sure if something like this is currently possible.

    Generally, UI boxes can have their content spread over multiple pages, using page content on your UI box to show the current page number.

    An alternative would be using multiple Show Dialogue nodes instead, e.g. using a choice dialogue with one button for next and one for previous page and showing the next or previous dialogue based on that.
    Those choices can be placed and styled as you want them via placed inputs directly on the UI box prefab.
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • okay i'll try it thank you !
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