Alright thanks, I was also thinking about applying the variables or custom script component but I thought maybe I missed a built in feature with the container in the editor that perhaps allows me to do that.
Thanks again
@ChrisIceBox awesome thanks.
While I'm on this container topic, I also wanted to know how can I give custom variable/property for a container?
Reason is, I wanna give it a boolean like bool perishableInventory. So that can be used to determine cer…
@ChrisIceBox oh okay.
I'm think of doing the manual way of dialogbox with some scripting, where I have to click the dialoguebox area to continue the dialogue.
Can you point me the right line of code to basically call the next line etc.
I tried Ki…
@ChrisIceBox
I see. I did everything correctly and it still didn't work but I found out what fixed it, which was making sure that the actionlist under interactions in scene had the When running set to Pause Gameplay.
So apparently it doesn't work …
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was waiting for this one lol, thanks a lot. I was considering not using stackable items at all in my game because of certain missing functionalities around it. This solved one of the main problems with it.
is there a tutorial for using unity UI for the Cursor?
I came across this: https://adventure-creator.fandom.com/wiki/Unity_UI-based_cursor
says "This feature is now included in the official AC release." and I think the wiki itself is out…
@ChrisIceBox Yes when you select an item, the cursor changes to that item's graphic.
It is set to Software and I have Replace Mouse Cursor? box checked with my own custom cursor graphic (Not sure if that is relevant).
My inventory menu uses Unity …
It works with AC's default menu that you start with even with the Hotspot state on start set as On. I tried from different scenes as well and it seems to work fine. My AC version is v1.73.8. I haven't tried on the game build yet though so it may be …
It seems to work fine, I tested it out.
Are you sure you are attaching the Remember Hotspot script to the hotspot and not the action interaction object under _Interactions?
Make sure you are attaching the remember hotspot script on the object that…
@ChrisIceBox If I add the item by count 1 using the built in AC actionlist, it still has the same issue.
Thank you for that code, it does work if you have the count set as 1 but if you try anymore than that then it will break. I tried changing the …
@ChrisIceBox Which Manager do you require? the Inventory one?
Also, I tried to recreate the problem using the default setup on AC on a new project and it seems like even if its Built in and not using custom inventory script, it still has the same p…
@Rairun I appreciate it, that works and seems to solve my problem but like you said different type of items will require conditional statements and there might be few other test cases/scenarios where it will either be too reliant on the custom inven…
@ChrisIceBox I am using a custom inventory script that handles the controls. So let me first show you my custom inventory.
public class CustomInventory : MonoBehaviour{ private void OnEnable() { EventManager.OnMenuTurnOn += OnMenuTurnO…
Just so I can clarify the title for this for my desired behavior.
Adding stackable item to your inventory should first check if there is already existing item and if it has space then it should just increment that slot's stack count. That is what m…
@Rairun Hello again, thanks for your help with the custom inventory script before.
As for your advice, I have already tried that when I was trying to figure out why the checking for item category actionlist wasn't working with the custom inventory …
Here is my custom Add Item method so it can handle stackable items. It seems to work so far but I still need to do more testing.
public void AddItemToInventory(int itemId, int amount) { //create an instance of item that we need to add…
@ChrisIceBox That did it, ill have to remember that line of code when I work with menus :D . Thank you for all your help. And apologies if I may have taken too much of your time.
@ChrisIceBox and this is my final script based on your second method:
public class CustomInventory : MonoBehaviour{ private void OnEnable() { EventManager.OnMenuTurnOn += OnMenuTurnOn; EventManager.OnMenuElementClick += OnMenuElem…