Hello.
Im referring to changing the inventory bool variables through Action lists. We are changing the ‘is used’ or ‘is scratched’ inventory bool variables.
Thanks
Thank you very much for everything Chris. Hope this thread can help some other adventurers. I made it work using Unity and your scripts. So far, it works!
As a desired feature, it would be great to change bool variables through AC. Not sure how dif…
Thank you very much. As you said, It was impossible for me to figure out a way to do the check inside the function. What I did instead to handle the scractch was creating several methods and triggering them manually when the combination works. Not t…
Hello Chris, thank you very much for everything.
One comment:
On the Scratch side I can't make it work. This is what I did: created that script (the one with InvInstance invInstanceA, InvInstance invInstanceB) and added it to a gameobject. When the…
Thanks for the working code. It works but in strange ways. Let me tell you exactly what I did and post some pictures (sorry for the long thread but I'm sure many people will come here eventually looking for the same approach).
Unity based UI, 4 but…
Hello Chris,
After fixing some other issues, I came back here with the updates.
As for the scractch, this is still a go but I can't make the script work as it's giving me an error here: InvInstance slotInstance = inventoryBox.GetItem (slotIndex);
…
Thank you very much. I made it work! I used the following values: 0.3 for all canvas related aspect ratio and a range on the AC side: 1 and 2.39. A shame about the "sides" but the game at least cuts the side evenly and the inventory re-sca…
You are the best. Thanks!
Is there a way to check if Index 0 or 1 is active? We got two characters and depending on who is on screen some code needs to run. I want to call it on Start() if it's 0 or 1.
Hello Chris,
I've got so many more ideas to try before writing you all again, that I will need to test things out before sending you more messages. I'll keep you all posted and see what we can do to improve this perfomance. Maybe there's a simpler s…
Hello Chris,
Thanks for the reply.
I will explain what my problem is right now and from there you will probably understand it better.
I have the inventory (yes, you said it's better to use prefabs but currently the scripts are checking things "…
Hello Chris,
Thanks for the script. It works, but unfotunately I can't hover or click on anything. I have a Canvas, inside I have a Panel which is the whole screen (alpha in zero). The idea is that you can always see the inventory down there, and w…
I know why it doesn't work. It's because the direction 1 and 2 (for left and right) are fine but there is one block in between the idle_R and idle_L which is face down so there's a smoother movement, plus, the transition between the idles were if yo…
WOOOW! It can be done then!! Awesome! You solved me a headache I was having and it was so simple.
The code works great as well but the idea would be to do something only when certain menus appear. It's a mix between the PlayerMenus.GetMenuWithName …
Hello!
If "turn" is what I'm missing then that might be the problem. Here's what I got. I'm not sure where Turn should be inserted since I have two idles (the character is not symmetrical). Then the walk has and intro, walk, outro, for bot…
Let me rephrase A as I found part of the question:
AC.KickStarter.playerMenus.ArePauseMenusOn()
The problem is when I want to call any other menu by a string name. I found on the manual this: PlayerMenus.GetMenuWithName (string menuName) but doesn'…