Thanks for the Canvas Group advice; these really are handy!
The animation problems are starting to clear up, that just leaves the custom messages.
Here's an example of me trying to use a custom message that calls a method in a script component in S…
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Well, I'm trying to have the menu's save slots slide in and off screen, and all the other components fade in and out when activated/deactivated, but if that's not possible, I'll just slide the whole thing, in/out.
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The first one.
He…
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Well, that's a good start, it wasn't the root object. It used to be, but since it had a canvas, I made it the child of an object with only a Rect Transform so I could use the new parent for the Recttransform boundary field.
I put the Animat…
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As far as I can tell, none of them.
https://www.mediafire.com/file/x2go0ljjgdtmx50/Called+Animation.png/file
The Animator wouldn't let me delete the transition that connects Entry to On. I'm guessing AC manages transitions in-engine? Are th…
I'm trying to use the Custom Animation transition type.
https://www.mediafire.com/file/zkq4yx1pgoo62c0/CustomAnimationSelected.png/file
The other states weren't being implemented in this animation yet; I just wanted to get "On" working. …
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What kind of message do I send?
If you wanted to make a menu with a Unity UI prefab with 3 save slots that slide on screen in a half-second, then when the user presses an "Exit" button in the Unity Prefab menu, then slides all thr…
It looks like the SaveList was set to allow empty slots.
https://www.mediafire.com/view/4v5h9sc6u1lu63w/SaveListConfiguration.png/file
The two scripts attached to the Prefab are PrefabGifManager and UIGifManager.
They help reset the animated gifs …
I looked and it was definitely checked. I don't remember that ever happening. I'm so sorry! :# It's been unchecked it and, except for some minor animation problems - Which could easily be errors in my action list layout - everything seems to work.…
Okay, It's on the UI prefab, so I should use OnEnable and the ActionList runs in the background, so it looks like I'll need to figure out how to re-initialize the gif via script.
Thank you, Chris!
No error messages showed up in the scripts themselves, so I officially have no idea what to do. I'll happily take you up on your offer. I sent you links to the scripts in a personal message.
Thank you so much for your help!
So, I updated to the most recent version of Unity, and while that fixed the Unity problem, it's apparently exposed some other strangeness.
For instance, I got quite a few warnings that go like this:
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and two Errors (I'll just show the one h…
Oh! Okay, here you go:
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.HostView.DeregisterSelectedPane (System.Boolean clearActualView, System.Boolean sendEvents) (at :0)
UnityEditor.HostView.SetActualViewIn…
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I added a Debug.Log command to the OnMenuElementClicked() Method, and
it only prints to the console once when the inventory is turned on, never when the
inventory slots are clicked.
private void OnMenuElementClick(Menu menu, MenuElement el…
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Sure can!
https://www.mediafire.com/view/5uceuktq5qhjygh/InventoryBox.png/file
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It's triggered via the GUI slots' Button/OnClick doodads in the inspector.
https://www.mediafire.com/view/n4l254q41t8gdl1/SlotButtonInspector.png/file…
It looks like Save: Save or Load (OverwriteExistingSave) does not shut down the menu that calls it, but Save: Save or Load (LoadGame) does.
I can work with that, no problem! I thought I'd mention it, just in case that's not supposed to happen.
God…