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Post by Chronicman on Nov 13, 2016 7:30:26 GMT
sure thing leo, replace the update function with this public float timeScaleWhileIsOpen = 0; void Update() { if (Input.GetButtonDown(MenuToggle.ToString()) && ShowingMouse == false) { Time.timeScale = timeScaleWhileIsOpen; achievmentMenu.SetActive(!achievmentMenu.activeSelf); Cursor.visible = true; ShowingMouse = true; Cursor.lockState = CursorLockMode.None; CheckSpendablePoints(); }
else if (Input.GetButtonDown(MenuToggle.ToString()) && ShowingMouse == true) { Time.timeScale = 1f; achievmentMenu.SetActive(!achievmentMenu.activeSelf); Cursor.visible = false; ShowingMouse = false; Cursor.lockState = CursorLockMode.Locked; CheckSpendablePoints(); } }
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Post by Chronicman on Nov 13, 2016 8:13:39 GMT
Oh man this new version is looking sweet. new features so far -store is now working with inventory, you can now sell multiple items now. Stack-able items will auto sync with matching items in inventory. -Earn by trigger is now much more intelligent, this is now handled by an animation event. You would need to preform the action to gain the achievement point. -TimeScale is set to 0 while menu is open. Is there any thing else you guys would like to see me implement.
Saving I will do when I remake InventorySaverAddon. I'm trying to find a way so you don't need to type out the title 3 bloody times because that is just annoying.
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Post by uberwiggett on Nov 13, 2016 8:38:53 GMT
are you able to modify it so the store is location based (ie trigger from an NPC) rather than just in the menu system?
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leo
Junior vMember
Posts: 28
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Post by leo on Nov 13, 2016 13:19:51 GMT
sure thing leo, replace the update function with this public float timeScaleWhileIsOpen = 0; void Update() { if (Input.GetButtonDown(MenuToggle.ToString()) && ShowingMouse == false) { Time.timeScale = timeScaleWhileIsOpen; achievmentMenu.SetActive(!achievmentMenu.activeSelf); Cursor.visible = true; ShowingMouse = true; Cursor.lockState = CursorLockMode.None; CheckSpendablePoints(); } else if (Input.GetButtonDown(MenuToggle.ToString()) && ShowingMouse == true) { Time.timeScale = 1f; achievmentMenu.SetActive(!achievmentMenu.activeSelf); Cursor.visible = false; ShowingMouse = false; Cursor.lockState = CursorLockMode.Locked; CheckSpendablePoints(); } } hi, have error, if you build your game, play in PC, after unpause game, you NPC (companionAI, enemy) will be disappeared Error in console is: "navmeshagent.velocity assign attempt for 'EnemyAI' is not valid. Input velocity is { NaN, NaN, NaN }. UnityEngine.NavMeshAgent:set_velocity(Vector3) Invector.v_AIAnimator:OnAnimatorMove() (at Assets/Invector-3rdPersonController/Melee Combat/Scripts/CharacterAI/v_AIAnimator.cs:58)
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Post by Chronicman on Nov 13, 2016 16:23:44 GMT
are you able to modify it so the store is location based (ie trigger from an NPC) rather than just in the menu system? Well the store is really just to spend your points. If you need a vendor system that is something I could make soon. Its pretty simple to do.
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Post by Chronicman on Nov 13, 2016 16:27:22 GMT
sure thing leo, replace the update function with this public float timeScaleWhileIsOpen = 0; void Update() { if (Input.GetButtonDown(MenuToggle.ToString()) && ShowingMouse == false) { Time.timeScale = timeScaleWhileIsOpen; achievmentMenu.SetActive(!achievmentMenu.activeSelf); Cursor.visible = true; ShowingMouse = true; Cursor.lockState = CursorLockMode.None; CheckSpendablePoints(); } else if (Input.GetButtonDown(MenuToggle.ToString()) && ShowingMouse == true) { Time.timeScale = 1f; achievmentMenu.SetActive(!achievmentMenu.activeSelf); Cursor.visible = false; ShowingMouse = false; Cursor.lockState = CursorLockMode.Locked; CheckSpendablePoints(); } } hi, have error, if you build your game, play in PC, after unpause game, you NPC (companionAI, enemy) will be disappeared Error in console is: "navmeshagent.velocity assign attempt for 'EnemyAI' is not valid. Input velocity is { NaN, NaN, NaN }. UnityEngine.NavMeshAgent:set_velocity(Vector3) Invector.v_AIAnimator:OnAnimatorMove() (at Assets/Invector-3rdPersonController/Melee Combat/Scripts/CharacterAI/v_AIAnimator.cs:58) I don't know why this is happening but you can change you AI Animator update mode to animate physics to fix the error. Its probably becuase we a stopping the time scale the AI is still trying to update.
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Post by Chronicman on Nov 13, 2016 23:14:09 GMT
Here is a sneak peek of the new version. *NOTE(I'm trying to get this post removed for new version to reduce confusion download will should allways be at the top post) new features so far: -store is now working with inventory, you can now sell multiple items now. Stack-able items will auto sync with matching items in inventory. -Earn by trigger is now much more intelligent, this is now handled by an animation event. You would need to preform the action to gain the achievement point. -TimeScale is set to 0 while menu is open. -Achievement database for simple set up. -shop database for simple set up. -documentation. -new tutorials on set up. -performance boost and cleaner code.
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Post by uberwiggett on Nov 13, 2016 23:42:23 GMT
I've got a list of 1500 items and most of them are weapons and equipment so having a store while i convert them into 2.0 useable will help save some time testing them out. But yeah a store system is something i plan on having anyway :P
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Post by Chronicman on Nov 14, 2016 0:05:29 GMT
Wow that's a-lot of items, how long that take you to make... I did 500 once with Inventory pro that was like for ever.
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Post by uberwiggett on Nov 14, 2016 4:30:25 GMT
Haha still going on them! I got up to 204 items (shields and axes with animations too). It's basically make one through the manager, then replace the mesh with another, adjust hitbox, drag to prefab, repeat. THEN put into scene, printscreen, paste into photoshop and make an icon for the inventory, repeat 1500 times :/ but in the end i have a huge assortment of items ready to be thrown into my projects Oh plus I can duplicate some and add in fancy particle effects to make magic ones
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Post by Chronicman on Nov 14, 2016 5:24:37 GMT
Haha still going on them! I got up to 204 items (shields and axes with animations too). It's basically make one through the manager, then replace the mesh with another, adjust hitbox, drag to prefab, repeat. THEN put into scene, printscreen, paste into photoshop and make an icon for the inventory, repeat 1500 times :/ but in the end i have a huge assortment of items ready to be thrown into my projects Oh plus I can duplicate some and add in fancy particle effects to make magic ones You should look into the icon creator asset it's like 15$ but save hours of hours of hours making icons .
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Dec 4, 2016 17:46:44 GMT
Or couldn't you use blender as well to make icons?
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Post by kajamaz on Dec 16, 2016 15:19:32 GMT
I love you o_o
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Post by tharindu on May 30, 2017 9:57:09 GMT
why do I even need to write my own while this exists :D
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Post by newbie on Jun 21, 2018 14:55:07 GMT
if Achievement System Add-On code updated on latest Shooter template ?
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