Thank you! For the benefit of anyone else looking to create a similar script, this is how I'm adapting the code to take the player position into account (if your player isn't perfectly centred):
if (Input.GetMouseButtonDown(0)) { …
Ahh, I think I almost got it!
So, I'm still using the BoatMovement script to move the character to the right when idle. But when on the raft, I've decided to use the action Player > Constrain > Movement > Disabled.
Instead of using regula…
Hey! This is working as intended, but it isn't very fun/responsive to move around like this. The main issue is that, since the character is paddling, the fixed walking speed doesn't look great.
I tried attaching the BoatMovement script to the playe…
Reproduction steps:
* Create a new Adventure Creator project.
* Assign the 2D Demo Managers and open the 2D Demo scene.
* Create a "Gameplay" menu and set its appear type to "During Gameplay".
* Create two ActionLists and assign…
I also rely on the "Gameplay" menu so that my inventory icon will only open the actual inventory menu during gameplay - I check for the Gameplay menu visibility, and only open the inventory menu if it returns true.
Right, I forgot I'd done this, but:
I have a "Gameplay" menu whose appear type is "During Gameplay". It doesn't have any elements: all it does is run the ActionLists "Gameplay_TurnOn" and "Gameplay_TurnOff" w…
Thank you, Chris! It wasn't originally working as intended (the character would be dragged, stop, be dragged again, etc), but if you make this change, it works perfectly:
private float idleTimeBeforeDrag = 0f;
Thanks, Chris. The issue is that I have a couple of concurrent ambience tracks that need to survive, and I manipulate them using mixer groups depending on where the player currently is (so crickets or birds sound muffled when the player is inside a …
But it's true, on the AC side of things, imho the best behaviour would be to have empty strings for untranslated content (in which case the primary language would be used as fallback). One thing that can be confusing about AC is that if you write an…
It's always good to have options to filter string imports/exports, but when it comes to my own workflow, I usually prefer to deal with this with a CAT tool - for instance, I reimport the entire file in memoQ and let it sort the translation matches. …
Tbh I'd probably just go with 18 local boolean variables myself, but you could also just use two integers? For example, 111111111 could mean that all buttons are blue, and 0 would mean that all buttons are red. Then each digit could represent one bu…
@Shadowz, what I meant is that you could have something like this:
// Use action by right clicking if (buttonPressed == 2) { if (inventoryBox.title == "ContainerItems") …
I think the main issue here is that, if I understood you correctly, your right click is simply running an actionlist with the add/remove action, and the actionlist doesn't "know" which instance the click came from. My approach would probab…
@jamesfootlight, the script needs to be attached to a single object in the scene. It doesn't matter which object, as long as it is in the scene. If you aren't sure, this is super easy to test - just add the component, hit play and see what happens.
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^ I haven't tried this, but if by any chance the first script doesn't work, about a year ago Chris provided me with an alternate way to set OverrideContainer: https://www.adventurecreator.org/forum/discussion/comment/41879/#Comment_41879