Hello,
What I'm trying to do;
Menu contains a collection of 'Graphic' elements, all of the graphics are on the same spot in game. My goal is to use Dialogue System (3rd party) to enable/disable the graphics as part of a visual novel type adventure. It is trivial to show/hide gameobjects which was my initial plan however images as gameobjects tend to move around depending on the resolution in use and end up encroaching on some other menus that are permanently displayed. The same method used to show/hide gameobjects can be applied to AC cutscenes so assuming it is possible to show/hide part of a menu via AC, then this should work.
So locking the images into a menu seems the best way to achieve this but I am having no luck enabling/disabling elements of a menu. If I untick 'Is Visible?' there doesn't appear to be any way to make them visible via action lists, 'Show Menu Element' didn't work for me. If I make them all visible, they unsurprisingly all just appear on top of each other.
I considered that I could have a separate menu for each image which would allow turning on/off, but that's only feasible for a few images, having 500 menus isn't going to be fun to manage! :P
I'm using the AC UI.
Any ideas?
Cheers
Edit:
I've been attempting to store all of the show/hide menu elements for a scene within the one cutscene and then using the Dialogue System calls to the cutscene to run specific steps.
AC(ImageMenu, 2) - This would have three items within the cutscene, all independent of each other. So, 0 - show an image, 1 - hide an image, 2 - show the image I want to see. All ending with stop.
This doesn't seem to work but if I have a cutscene with just a show menu element, this works as expected. I'm not sure if this is because it isn't possible to run specific tasks within an action list, such as task 2 or task 5 and ignoring all others?
Regardless, worst case scenario now is not 500 menus, just individual cutscenes for each show and hide which becomes more manageable.
Comments
That said, here are a few thoughts that may help:
I've got things working reasonably well having a game object containing all gifs of a scene and attaching a script to adapt the dimensions on different screen sizes. Dialogue system is then used to show or hide the game objects.
So unless you have an interest in getting animated gif player to work with the AC menu: graphic, don't waste any more time on my behalf
Cheers
All of the alignment etc options that AC menus have can all be recreated in Unity UI - but using Unity UI components instead of directly within the Menu Manager. The "Anchor" options inside the RectTransform component can be used to set a UI object's alignment.
As AC's own menu rendering system is based on OnGUI, it's likely that a gif option wouldn't be possible anyway - since UI systems are (and rightly should be) generally geared towards Unity UI now.