So I am on highlighting of object now but let me get straight to the point.
Is it possible to also use colliders(sphere, box, capsule, not mesh) to the gameobject when using a Hotspot Detection Method of Mouse Over?
I have asked this because;
- when I choose a method of mouse over with mesh collider to the highlight gameobject. The GameObject is highlighting.
- when I choose a method of mouse over with Sphere, Box, Capsule to the highlight gameobject. The GameObject is not highlighting.
but;
- when I choose a method of Player Vicinity (Nearest) with mesh collider to the highlight gameobject. The GameObject is highlighting.
- when I choose a method of Player Vicinity (Nearest) with Sphere, Box, Capsule to the highlight gameobject. The GameObject is also highlighting.
Comments
Edit: Also is it possible to make a gameover screen on AC by editing some managers? Just want to show it on death.
Another, Is there a tutorial on how to receive a message on AC? Because I want to send my message from UPFS. Or it there is none, I will pass UFPS to Playmaker then to AC. Is that possible theoretically?
What message do you want to send to AC? AC is written in C#, so messages can be recieved just as any other such asset can. Your question seems more about how you might send one from another asset. You can see AC's scripting guide here, which details all public functions and variables available. The most suitable one for you might be ActionList's Interact() function, which allows you to run an ActionList from script.
EDIT: Based on your given links. I have get the player health from UFPS,
private void GetPlayerHealth (){
playerHealth = fpPlayerDamageHandler.CurrentHealth;
}
But I'm having a hard time showing the GameOver Menu. Here is my code for it
if (KickStarter.stateHandler.gameState == GameState.Normal){
GetPlayerHealth();
if (playerHealth <= 0 ){
AC.Menu menu = AC.PlayerMenus.GetMenuWithName("GameOver");
}
}
How do i show/hide it via code?
Be sure that the Menu's Appear type is set to Manual.
Alternatively, you could do this via AC's ActionLists by reserving an AC global variable for your health, and using:
AC.GlobalVariables.SetIntegerValue (2, playerHealth);
To transfer the UFPS variable to AC (where "2" is the ID number of the global AC integer variable you want to affect). You could then run an AC ActionList Asset, which checks this value and acts accordingly, with:
myActionListAsset.Interact ();
Where "myActionListAsset" is a public "AC.ActionListAsset" variable defined at the top of your class and assigned in the Inspector:
public AC.ActionListAsset myActionListAsset;
for example while playing, how do I access my health and check if it is 0 or not. Im guessing that it is not through actionlish when turned off or turned off right? or in simple psuedocode "how do I show my gameover menu by checking the health while my health is not in zero"