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Inventory replace item with fade animation

Hi again!

Another little trick I'd love to be able to achieve in adventure creator:

I'm trying to highlight some clues in my players' inventory.

At the moment I automatically:

- open the inventory menu
- replace inventory item with a copy of the same item (except the graphic for the copy is a different colour)
- replace with first item again

It's working fine, but a bit abrupt and it would be more polished with a lovely little fade between each graphic change

Is that something that could be tweaked via code? 

Many thanks


Comments

  • In fact - sorry about posting in the same thread - but is it generally possible to have the same properties as a Unity UI button for AC inventories?

    I'm talking especially about the "highlighted color" and fade duration! 
  • Oh - I found a better solution as suggested in another thread:

    add animator to canvas
    create highlight animation on button
    use object : animate to create highlighting fx

    Now all I need is to be able to trigger the action list with a mouse over (hopefully in next version as mentioned)
  • Well actually I should have done more research. Looks like I can't play custom animation clips on my UIs because they are not present in the scene (or turned off)


    Cannot play clip Highlight button

     -> AC debug logger
    UnityEngine.Debug:LogError(Object)
    AC.ACDebug:LogError(Object) (at Assets/AdventureCreator/Scripts/Static/ACDebug.cs:38)
    AC.AnimEngine_Mecanim:ActionAnimProcess(ActionAnim, Boolean) (at Assets/AdventureCreator/Scripts/Animation/AnimEngine_Mecanim.cs:616)
    AC.AnimEngine_Mecanim:ActionAnimRun(ActionAnim) (at Assets/AdventureCreator/Scripts/Animation/AnimEngine_Mecanim.cs:551)
    AC.ActionAnim:Run() (at Assets/AdventureCreator/Scripts/Actions/ActionAnim.cs:117)
    AC.<RunAction>c__Iterator2:MoveNext() (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:342)
    UnityEngine.MonoBehaviour:StartCoroutine(String, Object)
    AC.ActionList:ProcessAction(Int32) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:306)
    AC.ActionList:ProcessActionEnd(ActionEnd, Int32, Boolean) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:507)
    AC.ActionList:EndAction(Action) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:420)
    AC.<RunAction>c__Iterator2:MoveNext() (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:389)

  • That error won't show if the Animator can't be found - only if the Animator doesn't have the requested animation clip.
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