Hi
I want to create a new unhandled inventory interaction for a given hotspot, at runtime, based some factors elsewhere in the game.
What's the correct method to look at in code to do this?
There are only two on the hotspot that appear to take inputs; unhandledInvButton and unhandledUseButton. Both take a Button as their input. However, though Button gives me the right type of methods and feels right, assigning the new button to the Hotspot methods above doesn't make a new Unhandled Inventory Interaction show on the hotspot.
This is the rough code I have now;
AC.Button newUnhandledInteraction = new AC.Button();
newUnhandledInteraction.customScriptFunction = "useThing";
newUnhandledInteraction.customScriptObject = this.gameObject;
newUnhandledInteraction.playerAction = PlayerAction.DoNothing;
thisHotspot.unhandledInvButton = newUnhandledInteraction;
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Comments
Might just be a case of calling: