Last update from me, and sorry about the clutter:
When I remove the name requirement, everything works as intended. There shouldn't be any containers storing garments with properties in the game, so for now I'm considering this solved!
Thanks for yo…
Update:
Ok, I solved this for now.
First I made a list of names of containers that the script should search for, and then it almost worked, and finally I spotted the error; there was an old naming confusion where I had accidentally mixed up two con…
Trying with base value 5, hovering over a +2 item:
Logs:
Hover sophistication: 2, Base: 5, Total before containers: 7 [correct]
Container AC.Container[] found with sophistication: 2, New total: 9 [incorrect, there are no containers with items in th…
I'm gonna try to explain how the values are changed with the code from above, to see if you can work out the pattern.
Just for testing purposes, I've set all the base stats to 5. Just to be clear, I'm only testing the first two stats/variables/prop…
Ok, this is super confusing. Trying out your code, it works perfectly.
I add the second variable and property, but this one won't add up right. I'm struggling to see a pattern, but it's like it's completely messing up which values to add.
using Sys…
Update:
I'm slowly progressing here, and this is what I have so far:
using System.Collections;using System.Collections.Generic;using AC;using UnityEngine;public class UpdateLabel : MonoBehaviour{ //public List<Container> containers = new L…
I think I'm following. But a few questions:
I assume I have to repeat the above for each of the 4 stats properties? So something like this:
void Calculate (){ InvInstance hoverInstance = KickStarter.runtimeInventory.HoverInstance; if (!InvIns…
Update:
Rats, I now realize it wasn't this simple. Using this method, I can only show what the character's stats would be if the highlighted item was the only item equipped. I forgot that I need to take into account the already equipped items of oth…
Ok, after fixing some typos I got this to work - my method right now is that I add a prefab object with the script every time I open the Menu and remover it when I close the menu again. Then the I use the Update() method to check for the highlighted…
Sorry, but I don't understand why I would want to make the values strings instead of ints? My idea is that I set the label to display a value that is the sum of a global variable and the property value of the highlighted inventory item.
This is wha…
I have to say the whole UI thing is very confusing. But here are some screenshots of my settings, and the results:
(Image)
Here's the UI prefab
The panel, which I use as rect transform, it also has a transparent image component.
(Image)
How it …
Ok, another very urgent issue:
I was cleaning up this menu a little, and all I did was put the unity UI options buttons as a child of a transparent panel, and changed the target resolution in the canvas scaler.
This somehow caused the unity UI to l…
Hello again, sorry for revisiting this thread so late, but the reason is the code and the dialogues work perfectly, so I've not been inclined to meddle more with it. However, I still get red warnings sometimes, so I thought I'd address this before r…
That seemed to help!
Strange though, because nothing changed visibly in the action - the ID number and character name stayed the same, so if it hadn't been for your instructions I'd never have figured it out
Hello,
Is it possible to get something similar but with highlighted inventory item (instead of selected)?
I'd like to display what the stats would be if the player equiped a certain item. I currently have one variable which is the base value of the…
Nothing happens.
Your explanation sounds a bit backwards - surely I must copy the Int to the Float? I don't want to change the original value.
And will the whole ActionList on change value really trigger when it is the actionlist itself that chang…