Hi GiL,
Thanks for the response! I think I understand the part about saving data now.
For the GUID issue, I realized that what I really need to know is how to retrieve GUIDs at runtime, similar to how it works for ORK built-in data like Items or C…
Hi GiL,
Thanks again for your help! The Change Variables node works perfectly for what I need.
I have one last question regarding the Store Selected Data Content node. It seems like this node can only store the information listed in the Content Te…
Hi GiL,
Thanks again for your help! After testing, I found that the Ability Level setting in the Select Ability node only seems to take effect when "Create Ability" is checked. If it's unchecked, the Selected Data Level node always returns the leve…
Hi GiL,
Thanks for the explanation! I’m trying to design a cooking success rate system, and I noticed that if I use the Status Fork node, a level 3 cooking ability will satisfy the conditions for level 1, level 2, and level 3. I’m curious about how…
Thank you for the reply.
I checked carefully and both Ok and Cancel Button are set correctly.
Maybe I did something which polluted the project, so I downloaded the latest tutorial project, but the problem remained. Then I updated unity from 2021.3.…
Sorry for one more question, I noticed that Shop Layout Settings -> Auto Close Buy doesn't seem to work, the shop UI doesn't close automatically when I bought all items in the shop. Am I configured something incorrectly?
[EditorSettingInfo("Enter Adv Mode", "When enter the adventure mode.")]
public class EnterAdvModeGameStateChangeType : BaseGameStateChangeType
{
public EnterAdvModeGameStateChangeType()
{
}
public override void Register(Notify not…
Thanks a lot, it's solved!
The User of each HUD is the combatant of this HUD, do I understand correctly?
By the way, I may have found a bug that when ORK version is upgraded (3.9=>3.10), the custom GameStates are not working. On checking, I foun…
Thanks for the suggestion! I finally looked at Spawn Point's code and implemented a custom node to manage all the house entries and exits. It's hard to manage if there are a lot of houses, but it's the best I can do at my current skill level...
The …
Ah, I found the reason. Because there is no collider on the prefab root, the condition check (startingObject == Maki.Game.Player.GameObject) will return false forever. The solution is to check the "start by other" and add child object name in it. I …
Thanks for your reply, but why does the OnTriggerEnter2D method fire? I read the source code of Makinom and saw that the trigger machine is also implemented through the OnTriggerEnter2D method...
The reason for this requirement is that my collider o…
Ah, so the physics caused, and that is why sometimes hit the wall will play a short walking animation... Thanks, looking forward to the tutorial update!
Got it, thanks!
I found that the UI can still interact when fading out, although ORK does a good job of blocking the interaction events, the button transitions will still be effective with the mouse actions. I wrote a custom node to set the IsClick…
When I switch to Nani Engine, the blocking machine is already executed, so clicking sprite will execute the machine again, but if player controls are blocked, the blocking machine will not start, whether it has been executed or not. I didn't add any…
I set a global variable to check if Nani Engine is running, and set this variable to a condition template to block new machine starts. I wonder if there is a smarter way to do this...
I thought I could block the raycasts via Nani Novel's continueIn…