Ahh, okay I get it now, I need to tick "fade" to trigger the animation and "wait until finish" for scene exits in particular, that's excellent, thanks for being patient with me, this works a LOT better than before! :D
EDIT: I had an error from the auto-walk to if there wasn't an unhandled inventory interaction on the hotspot. Is it possible to add a global unhandled that has a walk-to marker, as each hotspot does?
(Image)
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Ahh, so if you bring up a menu and have an item selected? Should it be a hook in a scene script to deselect it? Basically, with the upgrade, would every UI have to be manually scripted to substitute how it worked before, or is there a catch all meth…
So here's what I'm trying for the save image, if you click on the saveslist it puts it into save slot mode, which is desired; if you want to load, you can, if you want to save, you also can, all in one step. Is it possible to set the graphic to the …
Okay, this seems to work! _Credit to Unity discord:
*Add this script: http://pasteall.org/1445951
*Replace the inputbox with this: http://pasteall.org/1445950
*Reconnect the text and placeholder components: (Image)
That seems to add the cavat to t…
Just wanted to mention, I tried using a menu check for the active input instead of all the turning on/off methods (if input element visible, run the save_click action) and it gets stuck for some reason? It doesn't complete the action, it's like it's…
Thanks, i'd appreciate that! So in this case, they can both be inventory (as I posted back to front!) since I don't think my split verbs menu is needed to be referenced in this situation?
Re: OnMenuElementClick I'll try this out first but I'll assume it will be required for deselecting inventory items when clicking on verbs. This would be a scene custom hook script and I'll pass a deselect inventory function on detecting an element c…
So to use check menu state seems like a more sensible option, how would this action be triggered? Is this assuming active input is always on, and upon being trigger actionlist, check if menu is on and if it isn't, block the input?
For the blinkin…
Sorry I'll fix the link. No, I tested with another project and combine spears to be broken with this script on?
Ahh yeah, do I need to define the actual menu differently rather than just the elements?
Active inputs are really cool! I did it this way (it seemed easiest!), I'll post it in case it's of any use to anyone else. Unfortunately, loading a slot seems to reenable the active input even if turned off before the load action, so I just force i…
Awesome, can't wait to try this!
'The deselection of inventory items when clicking on Unity UI elements is no longer automatic - the OnMenuElementClick custom event can be used to perform this manually'
is this related to having an inventory item…
Is there a way of detecting if the player is already at the location of a walk-to marker relative to the hotspot clicked on? If so, I could compare it to avoid a UI glitch that happens if you click on the same hotspot as its market that you have alr…
I think the best way for this would be to pass a relative volume change during the fade. AC isn't capable of crossfading music tracks is it, unless I'm mistake? If it is, it could be trickier to match playing two files simutaneous during a fade, but…
Thanks, that's perfect! I've fixed it if anyones interested, here's a new version that works with right-click default interactions (it needs to be delayed a frame to build the second sentence text for default interactions):
`using UnityEngine;
using…