I just tried it - I added a new AC Menu with a button that completely covers the inventory items in the menu below. Believe it or not but the inventory buttons underneath it is still responsive :open_mouth:
I tried all the above mentioned tricks in…
I have tried moving the call to AC's ResetClick to OnPointerDown but I get the same effect as when doing it on Update (nu luck).
Setting the Inventory box type to "Custom script" means we loose all the beautiful logic of drag n dropping i…
You're probably right but I'm not sure what you mean by "resetting" the input (I'm new to Unitys UI system).
I tried to disable the button in order to re-enable it on the next update), but for some reason changing the buttons interactable…
Glad to hear about the SimulateInputButton, that cleaned up my code in a couple of other places :)
I'm trying only to work with the actual inventory buttons and leave the rest av AC's speech skipping intact (so that onmousedown keeps working and to…
Thank's for looking into this, two questions:
* your solution causes skipping to be done on mouseup rather than mousedown though, any way to fix this?
* If not I'm looking at an alternative solution that involves placing a script directly on the …
* Click the inventory item on the top menu
* While the player is talking, click it again - notice that it cancels the speech action
* Do the same thing with the bottom menu - notice that the speech action is not only canceled but also restarted
AC version 1.66.8
Unity: 2018.3.9f1
I put together a package that contains a scene using both the default in AC inventory menu and the default Unity UI inventory menu that illustrates the point:
https://1drv.ms/u/s!Amz_vh8OYDX3u4QBDN-CoesqjR6jxw
L…
Using Point & Click as my movement method, once I enabled the "Assume all inputs defined" checkbox, I still got numerous run time exceptions before I defined the ToggleCursor input.
Unchecking "Is skippable?" made it go away, thanks!
I found a bug while doing this: When changing properties on an action list asset such as "Is skippable" and "When running" in the editor, the asset file isn't registe…
Yes, it's only a design-time bug. But it is a bit of a bummer not being able to read the values in the editor after playing the game so I thought I'd mention it. I'm guessing it's not that hard to fix as this problem isn't an issue for most other ac…