Note: One downside to this is AC still fires the click event when the Alternate Input Button is pressed - AC thinks the button is interactable (as technically is).
I'll add an additional check in my click callback to ensure the CG is also interacab…
Hi
Thanks.
I wanted to make sure there wasn't a existing AC way to do this, and good point on the execution order.
Agreed - the canvas group works as well as it keeps AC separate
Thanks
Based on the above - The player inventory holds various InvInstance's of a InvItem - I'm having some challenges.
* I dont know how to pass the specific InvInstance to action lists as a parameter. The instance only holds a reference to the InvItem. …
Hi
Thanks for the response.
Subtitles is easy with the unscaledDeltaTime.
I've run into issues with Conversations
1. AFAICT The conversation menu needs to be turned on during/after Interact() is called on the conversation object. Turning the menu…
Well, thats almost exactly what I need - perfect.
I never would have started this thread if I had realized that (and in hindsight it makes complete sense). Thanks again.
Thanks for the response.
Not sure how I missed that InvInstance properties are serialized. That's nice.
(Quote)
Could you elaborate on this?
AFAICT only one InvInstance for any given InvItem can exist in the players runtimeInventory.PlayerInvColl…
Well, InvInstance.invVars is not serialized (that makes sense now that I think about it). And I cant change the InvItem properties as that's going to permanently change the actual asset.
So I quickly wrote my own remember script to serialize/deseri…
Followup.
I'm not seeing any obvious way to do this after looking through the code.
So heres a bit of a brute force idea (ignore this if you have a better one)
* Make a category/bin for these special items - say "RandomItemInventory". (…
Resurrecting this thread as its fairly close to my issues.
I'm using Unity Tilemaps. Tiles have a "Gameobject to Instantiate" prefab reference. This prefab is instantiated at runtime by the tilemap.
Many of those prefabs contain a compone…
Update: Actually, having 2 Hotspot components on the same GameObject - one hotspot using assets lists for its interactions (my custom interactions), and the second hotspot (with different interactions from above,- just Use) and referencing a scene b…
Bump.
While minor, being able to choose the source per interaction would be quite nice, imo. I have the nearly the exact same use case as above.
A "switch" almost always has scene based Use action (as what it does is about that switch). …
Hi Again
Another best practice question.
As I build more game and puzzle logic with action scripts I want to use sound programming patterns.
For example:
A torch can be on or off. Assume turning it on or off isn't as simple as hiding part of the…
The player has a direct private reference to the SO.
It's marked with the Serialize field attribute.
I can easily look to see how the speech manager gathers references, I just didn't go down that rabbit hole.
Tbh - while I love AC as a whole…
Update: After looking into how the events editor GUI is populated I see that you use reflection to find all BaseEvent derived classes in all assemblies which is then used to populate the dropdown list.
This is slick, well done.
So I'm going to use…