I double checked and btnSlot3 is setup correctly. If have 3 inventory items, and I pick up a fourth the log shows:
NOT Trigger: btnSlot1 (UnityEngine.GameObject)
NOT Trigger: btnSlot2 (UnityEngine.GameObject)
NOT Trigger: btnSlot3 (UnityEngine.Game…
I changed it like this (to include the else to show when it doesn't enter in the if):
using UnityEngine;using AC;public class ItemSlotAnimator : MonoBehaviour{ public string menuName = "Inventory"; public string elementName = "…
I've found a new issue with the inventory script. The animation plays for all inventory items whenever the inventory is displayed, not just when new items are added; when I hide and reopen the inventory, all items animate again. There's also a probl…
Oh. Thanks. I'll try that.
But I still need to tell the HotspotUI canvas the % of each interaction. If I put a scritp in each hotspot (on a scene) with the % for each item, how do I send that number to the scrip in the HotspotUI?
Implementing the code you gave me, I managed to get a label in the scene to display the modified text when an item is over a hotspot. (I do this by placing the CustomHotspotLabel script on the desired hotspot.) But I haven't been able to figure out …
I haven't designed it yet. I'm tinkering to see what the best approach is.
I aim to create a JRPG-style combat system. But rather than selecting attacks from menus and choosing targets separately, players will use inventory items to attack. You'll …
That would be great!
The intel state in question was just a simplified example to illustrate a situation im having that is forcing me to have checks every time i use setStage. Its very easy to mess up the state of objectives.
Yep, that worked. I have the animator go from any state to a state called grow item, with a transition trigger "AddItem". If I trigger it manually, all the inventory items grow at the same time.
(the inventroy is always displayed, and I'm…
When selecting an item from the inventory, the item grows and attaches to your pointer. When you use it on a hotspot, it shrinks until it disappears.
However, when adding an element to the inventory using ActionList add to inventory, the sprite sim…
Thanks. But I haven't been able to make it work. I'm using Unity UI, and I havent figured out how to get the "0: Inventroy Item" value to an ActionList Object so I can Fade Sprite, or Animate. I followed the tutorial, but I can't seem to a…
Got it. There was an Active Input also called FlashHotspots. The simulate input was calling that instead of the input manager (or I guess, first). Deleting that fixed the problem.
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I don't know how to do that. (still learning as I go).
But, Isn't there a way to call FlashHotspots not from the input manager, but with an Action List instead (or a c# script)?
https://youtu.be/ctHrCvZP_GY
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I tried creating a new menu with Source to Adventure Creator and I have the same behavior. Running version is l.77.4
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Ok, Figures it out. Simulate was not supposed to be "Axis" but "Button".
Yet, while this worked for Menu, it doesn't work for FlashHotspots. I don't know why. My input Manager is a copy of Menu:
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And pressing space make…
I figured out that there is a FlashHotspots in the Input Manager, and that hotspots have objects to highlight, but I can't get it to work. Is there a tutorial or something (I couldn't find much on the manual)