Glad to help!
That code, like my drag and drop stuff, is an end result of several of other peoples tutorials and research and bits I fiddled with, can't take too much credit for it.
I've used Singletons in previous Unity projects and they work well (apart from the endless pits of despair)
At the moment I am throwing mud at the walls and see what sticks. Just implemented the new Unity Input System (Preview) to fire the Ork shor…
Cool! Sounds excellent!
Great you caught the ResetSatus thing, I hadn't noticed anything since I am still working on various GUI interfaces and not actually *using* any of them in anger yet :)
I'll have to add add that to my code too!
Just in case anyone else is interested, I've replied here as well if that's ok.
This is not a tutorial on Drag and Drop and just includes a base class you can inherit from to give any mono-develop class some dragging capability.
The drag/drop may…
It's not that difficult to create a grid based GUI with the ORK API if you really need one. I knocked up a basic one today to trial some ideas.
Mine was a mix character plus inventory. Handles drag and drop.
Basically a control script that popula…
Makes perfect sense! Thanks again :) More you get into ORK the more little features you find.
I can't say ORK has a *steep* learning curve, more like a extremely wide one. You can get on top of one feature and understand how it works, then find 50…
Thanks!
Going to stick with Ability Trees just to save me from trying to remember where I put them in 6 months time.
Got some Status Effects on Auto watching the leaning value on the player combatant which setting up things move physical damage if…
It's working....
I'm unsure what the main issue was, after recreating I got one working and slowly compared against the ones that failed till I resolved all issues.
Basically it seems that I may have always had *one* thing incorrect. For example t…
No, no luck
The prefab is spawned, damage dealer is activated in battle event, and later in the battle event the prefab is destroyed After Time = 4.5 seconds, more than enough time to hit the combatant (very slowly)
(Pausing the game and inspecting…
Thanks.
I am just prototyping stuff so probably won't even end up using that target style in the long run, but I can see a game style where you want to be able to select ALL targets before they become aggressive, but not necessarily the player. Get…
After some experimenting I got this working.
It appears that if you are set up as :
Game Controls | Interaction Settings | Move to Interaction
Use Move to Interaction = TRUE
*and*
Game Controls | Interaction Settings | Mouse/Touch Control
…