Forum rules - please read before posting.

Rairun

About

Username
Rairun
Joined
Visits
339
Last Active
Roles
Member

Comments

  • 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…
  • 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…
  • Oh! It's often the most obvious things, lol. Thank you! Strange that this wasn't the behaviour before the update in the first place.
  • 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 …
  • Being able to rely on text tokens would be great! Thanks, Chris.
Default Avatar

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.