I noticed that for Battle Grid Settings the rotating towards target cell and orientation selection rotation is hardcoded. I'm wondering if you will add rotation component support to battle grid settings eventually or perhaps a default rotation compo…
Ok I fixed it. I didn't realize that by just deleting the object (picking it up) it would never leave the trigger and never cause trigger exit to activate. To fix this I added a simple schematic that moves the item into the air towards the center of…
Ya looking into it I cannot get any OnTriggerExit function to fire from an interaction forwarder. OnTriggerEnter works fine but on trigger exit never gets called. Trying to get to the bottom of this.
So I am trying a different approach to making a pressure plate that is activated when there is an object on top of it. So far what I have got is the following:
I have my dropped item tagged as an itemObject and am using the following schematic on…
I would like to update my post for anyone who reads this and has the same issue because of Unity LTS 2021. You were correct about how they changed how they handle pointer exits of an object and they probably did it silently too.
I have fixed the is…
I thought I would update the post with my progress. I still can't get it to work and I am not sure what I am missing. I updated my UIIntButton to have a hud content provider component and set the UI Content (TextMeshPro) of the button to have the hu…
Menu screen's background settings. At first I had a general background set up and it seemed that just pressing the close button would only close 1 UI element leaving the rest, including the background open. After switching to a default background ev…
So fixed the background not closing by switching from a general background to a default background. However now when i close the menu I lose control of the game, as if it never sets itself to the closed state. Upon reviewing the source code I found …
If i insert the line
this.screen.CloseImmediate();
underneath attributeBox.Close() the background closes as well and the menu functions normally.
Is there a reason that the background isn't closing when I press the close key with 3 menu p…
Ok so I found what line of code was causing the UI box to stay generated. I forgot to add a check to see if attributeBox was null before creating the IUIBox.
if (this.attributeBox == null || this.attributeBox.IsClosingOrClosed)
…
Im using multiple menu parts and by removing the extra menu parts and leaving only this part activated I can indeed confirm that it closes. Is there something I am missing about the functionality of multiple menu parts each extending IUI interfaces …
First you need the combatant component of combatant which you can get through GetComponent(). Then it would be combatantComponent.combatant to get the combatant.
You need to include GamingIsLove.ORKFramework3.Components
Id suggest an item identification system. Hidden item properties and the ability to reveal them. As well as if whether an unidentified item has predetermined, hidden stats or if they are rolled randomly between a template on identification.
I think…
Ok so like I did a bunch of things trying to fix this problem and I fixed it. I did it just the way I posted originally and it suddenly works. I am not sure what changed but whatever I am happy now
Did you really get it working? I can import the code and have it compile all fine, change the unityUIEditor to just editor, but whenever I open up the framework itself the values are reset to the default values. Seems like it just doesn't function p…
Ya the tutorial was what I needed. Sorry for not searching harder before making a forum post. I did of course have to rewrite the targeting system for the shortcut slots on click to work with my game but that's no biggie, that's what the source code…