Hi.
I'm making a character select before starting game, now.
So, I want to list combatants and player can choice from the list.
(Class selection has been abolished)
(The player controls one selected character)
After researching, I thought it would be good to use the "Select Combatant node" and "Combatant selection dialogue" or "selected choiced node", but I don't know how to use them.
1. Set a data key in the Select Combatant node
2. Check "Use All Combatants"
3. Set the data key specified in 1. in the Combatant Selection Dialogue node
(I specified "Machine Object" as the object)
Nothing was displayed in the above steps.
Is there anything else I need to set?
Also, is there a way to display a list on the right side of the screen and character information on the left side?
Sorry for the long post, but thank you for your time.
The Combatant Selection Dialogue node uses a combatant selection (UI > Combatant Selections) and can also use combatants stored in selected data.
Which way to go depends on where the combatants you want to use are coming from.
E.g. if you want to create a number of combatants and have the player select one to be the player, you can e.g. use the Create Combatant node to create new combatant instances and store them in selected data. Afterwards you'd use the Selected Data Choice node for the selection.
The Select Combatant node is used to select already existing combatants, e.g. the player or player group members, generally coming from already existing objects (e.g. player, machine object or an actor).
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Using Create Combatant node seems to work for me.
Then, should I specify the data key stored using the Selected Data Choice node using Join Group node, etc.? (e.g. Join Group>Combatant>Object>Selected Data)
And,When using the Selected Data Choice node, is it best to use a tooltip HUD to display character information on the right side of the screen?
You can display information during the Selected Data Choice either via a tooltip HUD or by adding HUD content information to the buttons of the dialogue. Like in menu screens and other UI parts, you can add HUD elements to your buttons (via the Button Layout settings), either using a HUD as a template or adding HUD elements to the button directly.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
I'll try it right now!
If i set the HUD directly to the Button Layout, the HUD will be displayed above the button.
How should I design the UI if I want to separate the list buttons and HUD display on the left and right?
I apologize for my lack of understanding of Ork and Unity.
A workaround would be to use a tooltip HUD and display tooltips for the selected button (see general settings for UI boxes).
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
I will use tooltip HUD, or think another ways to make it.
Thank you!
There'll be a HUD content provider component that can be used on a UI box to automatically get the context of the selected input, e.g. in case of the Selected Data Choice this'd be whatever data was selected for the input, like in your case the combatant.
This'll allow you to make this part of the UI box.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
I am looking forward to the next update!
Thank you!