You can read IsPointerOverGameObject to determine if the mouse is currently over a button when the mouse is clicked, and run an ActionList asset if not:
using UnityEngine;using AC;public class ClickEmptySpace : MonoBehaviour{ public ActionListAs…
A custom script can be used to detect e.g. if the game entered "cutscene" mode or not, and pause a given background ActionList if so:
using UnityEngine;using AC;public class PauseDuringCutscenes : MonoBehaviour{ public ActionList backg…
using UnityEngine;public class CursorUtils : MonoBehaviour{ public Texture2D newTexture; public int textureIndex; public void SetMainCursor( Texture2D texture ) { AC.KickStarter.cursorManager.pointerIcon.ReplaceTexture (newTexture…
The RectTransform boundary is used to determine if your mouse is over a menu or not, so this should cover an area similar to your "Panel white" block.
If it covers that same area, that will prevent movement clicks when over the inventory.…
To fix the white square issue, open up UISlot.cs, and find the line:
uiRawImage.texture = _texture;
Immediately above it, paste:
if (_texture == null) _texture = EmptySprite.texture;
Just place it in a parameterless public function, i.e.:
public Texture2D newTexture;public void ChangeCursor (){ AC.KickStarter.cursorManager.pointerIcon.ReplaceTexture (newTexture);}
Then add it to a new GameObject, make it a prefab, remove fr…
Open up Char.cs, and look for the GetAnimEngine function. Replace the code block:
#if !UNITY_EDITORif (animEngine == null)#endif
with:
if (animEngine == null)
Does that improve the framerate?
Recreated. To clarify: these are objects, not GameObjects, so your Hierarchy will be unaffected.
This only affects Editor, not builds, but I shall provide a fix in the upcoming v1.74.2 release.
I need to know your specifics so that I can recreate the issue - the default wiki script does not cause labels to be displayed during cutscenes on my end, provided that "Always show during gameplay" is unchecked, and a Highlight component …
Thank you, I have recreated the RawImage issue and will issue a fix in the next release.
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You can - the default Container menu does this. What I was saying was that if a specific Container element is not overridden, it will show its default…
It isn't strictly AC-related, no. But something like this should do it. One script, with each stat given its own entry in the Inspector:
using UnityEngine;using System.Collections.Generic;using AC;public class StatUpdateExample : MonoBehaviour{ …
What do you mean by "stuck"? Does the text remain longer than it should do?
What platform are you building to, and does your speech have audio?
Let's see your Speech Manager settings, and please try to elaborate on the problem in more d…
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Please share screens of:
* Your InventoryBox element's properties
* Your Crafting element's properties
* The btnSlot, RawImage and lblCount Inspectors for one of your Crafting slots
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I will provide such a script once the next update…
The script is just an example - it's not intended to be the final script.
The exact nature of the script depends on how you want stats to behave. Does each container control it's own stat, or can you compound a stat by adding items into multiple c…