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Rairun

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Rairun
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  • Thanks, Chris! That's a good idea, but I think I'll set it aside for now because I think it conflicts with two custom actions I wrote just yesterday: (1) Custom 'add': adds a user-specified number of items by going through the InvInstance array of …
  • That seems to have done the trick! I haven't done any extensive testing, but now the OnStart ActionLists do reach de camera fade action like they did before
  • I've managed to more easily reproduce this. I still have no idea why the OnStart ActionList IS working in the Home scene, since it contains some logic that breaks ActionLists elsewhere, but I've reproduced the bug in a fresh project. Reproduction s…
  • This is through code or using the Container > Add/Remove action. Placing an item in there with the cursor works fine because my custom inventory script adds the items to the specific index slot.
  • Update: it isn't just the check variable action. The wait action (even when set to 0) gets stuck too. A custom action of mine also doesn't progress. This happens in broken scenes, but they all work in the one scene that isn't broken.
  • Thanks, Chris! Now AC correctly checks all slots for empty ones before denying or allowing the addition. I still notice one little problem though: It seems that when you add an item, AC checks for empty slots first. If false, it denies the additio…
  • Are you sure you can't reproduce it? I've gone over all my scripts and can't find anything that would affect this. I did do some more testing and narrowed it down to the "TMPro Typewriter Effect?" checkbox. If you turn it off, then AC feed…
  • Wait, I spoke too soon. The dummy doesn't actually work with OriginalText because not only does it include formatting tags (i.e. <i></i>, <b></b>, etc), but also AC tags like [wait:x]. I assume this is why the AC menu link i…
  • This works for the dummy out of the screen, but the actual TMP text object linked to the AC menu label is still the same. To be clear, I don't manipulate the text inside the real speech bubble in any way, only its size, which is copied from the dumm…
  • Thanks for looking into it, Chris. Yes, I unhooked the StartSpeech event, and it doesn't affect the issue. I mean they are removed without the effect ("Hello there"). If I pause the game at runtime in the editor as the speech is displayed…
  • You're right, (1) is not a problem at all. AC does look for a stack first and adds the units to it. My mistake. (2) persists though. As long as there is an item in the last slot of the container, even if all the other slots are free, even if it's t…
  • Ah thanks! Minor adjustment: Container sourceContainer = collectionSelected.GetSourceContainer();if (sourceContainer && sourceContainer.limitToCategory && (sourceContainer.categoryIDs.Contains(clickedInstance.InvItem.binID) == false…
  • Just done some testing: the issue here is that sourceContainer.categoryIDs is a list of categoryIDs, not of item IDs within each categoryID.
  • sourceContainer.categoryIDs.Contains (clickedInstance.InvItem.id) It doesn't work because this is returning false, but it definitely should be returning true because the item is not in a category that is allowed (and AC automatically recognises thi…
  • (Image) Here it is there whole thing: using AC;using UnityEngine;public class CustomInventories : MonoBehaviour{ private void OnEnable() { EventManager.OnMenuElementClick += OnMenuElementClick; } private void OnDisable() { EventManager.OnMe…
  • You can use AC's active inputs to bind the F key to an ActionList asset. Then you can add a Light Switch component to your point light, and drag the light to an Object > Send Message > Turn On or Turn Off action within the ActionList asset. W…
  • Thanks! In case anyone is interested in the solution (you'd have to adapt it since these are for my desired settings, but you get the gist): using System.Collections;using System.Collections.Generic;using UnityEngine;using AC;public class ResizeCur…
  • (Quote) Thanks! This didn't quite work (the location of the number changes even between 16:9 resolutions), but! Your comment about the cursor size being tied to width made me realise that this would work, for anyone else who would benefit: Vector2 …
  • Re: the last question, don't worry about it, I've redone the inventory in Unity UI and it's looking good! But I'd really like to keep using the software-rendered cursor.
  • Right, I could redo my inventory menu in Unity UI if necessary! The cursor situation is a bit more complicated though (please bear with me). I've got a couple of dozen interfaces all working and ready to go, and about 2/3 of them are AC-based. If I…
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