1 (edited by xFTLxKingPhoenix 2018-03-30 15:20:46)

Topic: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

Search for "Updated Additional Gauge/Meter [Tutorial]" in the Second Page

Original Tutorial Below, Completely disregard all of this here
I say Static because I Mean the Gauge is uneditable in the editors.

only editable in code.


Starting Off we will need to create the Variables needed for the gauges
so head over and Open up the CharacterInfo.Cs file

Look for this bit of code near the top of the document

[System.Serializable]
public class CharacterInfo: ScriptableObject {
    public Texture2D profilePictureSmall;
    public Texture2D profilePictureBig;
    public string characterName;
    public Gender gender;
    public string characterDescription;
    public AnimationClip selectionAnimation;
    public AudioClip selectionSound;
    public AudioClip deathSound;
    public float height;
    public int age;
    public string bloodType;
    public int lifePoints = 1000;
    public int maxGaugePoints;

and right under  the last line shown above add:

public int maxGauge2Points;

now scroll to the very bottom of the page look for :

public CombatStances currentCombatStance{get; set;}
    public float currentLifePoints{get; set;}
    public float currentGaugePoints { get; set; }

and right under that add

    public float currentGauge2Points { get; set; }

Save the document we're finished here

Now we want to Edit the CharacterEditorWindow.cs

Search for this bit of code:

                    EditorGUILayout.BeginVertical();{
                        EditorGUIUtility.labelWidth = 90;
                        characterInfo.characterName = EditorGUILayout.TextField("Name:", characterInfo.characterName);
                        characterInfo.age = EditorGUILayout.IntField("Age:", characterInfo.age);
                        bloodTypeChoice = EditorGUILayout.Popup("Blood Type:", bloodTypeChoice, bloodTypeChoices);
                        characterInfo.bloodType = bloodTypeChoices[bloodTypeChoice];
                        characterInfo.gender = (Gender) EditorGUILayout.EnumPopup("Gender:", characterInfo.gender);
                        characterInfo.height = EditorGUILayout.FloatField("Height:", characterInfo.height);
                        characterInfo.lifePoints = EditorGUILayout.IntField("Life Points:", characterInfo.lifePoints);
                        characterInfo.maxGaugePoints = EditorGUILayout.IntField("Max Gauge:", characterInfo.maxGaugePoints);

immediately after the last line add

characterInfo.maxGauge2Points = EditorGUILayout.IntField("Max Gauge2:", characterInfo.maxGauge2Points);

thats it here just the single line of code. save then time to move on

Open up the MoveSetScript.cs

find this code

    private bool hasEnoughGauge(float gaugeNeeded){
        if (!UFE.config.gameGUI.hasGauge) return true;
        if (controlsScript.myInfo.currentGaugePoints < (controlsScript.myInfo.maxGaugePoints * (gaugeNeeded / 100))) return false;
        return true;
    }

put a line after the last }

and paste this :

    private bool hasEnoughGauge2(float gaugeNeeded)
    {
        if (!UFE.config.gameGUI.hasGauge2) return true;
        if (controlsScript.myInfo.currentGauge2Points < (controlsScript.myInfo.maxGauge2Points * (gaugeNeeded / 100))) return false;
        return true;
    }

Done here, Save and Move on

MoveEditorWindow.cs

Look for this code

                if (moveInfo.gaugeToggle){
                    EditorGUILayout.BeginVertical(subGroupStyle);{
                        EditorGUILayout.Space();
                        EditorGUI.indentLevel += 2;

                        SubGroupTitle("Self");
                        moveInfo.gaugeGainOnHit = StyledSlider("Gauge Gain on Hit (%)", moveInfo.gaugeGainOnHit, EditorGUI.indentLevel, 0, 100);
                        moveInfo.gaugeGainOnMiss = StyledSlider("Gauge Gain on Cast (%)", moveInfo.gaugeGainOnMiss, EditorGUI.indentLevel, 0, 100);
                        moveInfo.gaugeGainOnBlock = StyledSlider("Gauge Gain on Block (%)", moveInfo.gaugeGainOnBlock, EditorGUI.indentLevel, 0, 100);
                        moveInfo.gaugeRequired = StyledSlider("Gauge Required (%)", moveInfo.gaugeRequired, EditorGUI.indentLevel, 0, 100);
                        moveInfo.gaugeUsage = StyledSlider("Gauge Cost (%)", moveInfo.gaugeUsage, EditorGUI.indentLevel, 0, 100);
                                                EditorGUILayout.Space();

and paste this right BEFORE the "EditorGUILayout.Space();"

                        moveInfo.gauge2GainOnHit = StyledSlider("Gauge2 Gain on Hit (%)", moveInfo.gauge2GainOnHit, EditorGUI.indentLevel, 0, 100);
                        moveInfo.gauge2GainOnBlock = StyledSlider("Gauge2 Gain on Block (%)", moveInfo.gauge2GainOnBlock, EditorGUI.indentLevel, 0, 100);
                        moveInfo.gauge2Required = StyledSlider("Gauge2 Required (%)", moveInfo.gauge2Required, EditorGUI.indentLevel, 0, 100);
                        moveInfo.gauge2Usage = StyledSlider("Gauge2 Cost (%)", moveInfo.gauge2Usage, EditorGUI.indentLevel, 0, 100);

Save this file and move on
We currently called for items that have no variables so we're gonna do that now. Open up MoveInfo.cs

Search For this bit of code

 public float opGaugeGainOnBlock;
    public float opGaugeGainOnParry;
    public float opGaugeGainOnHit;

and right under it add

    public float gauge2GainOnHit;
    public float gauge2GainOnBlock;
    public float opGauge2GainOnHit;
    public float opGauge2GainOnBlock;
    public float gauge2Required;
    public float gauge2Usage;

Save and open GlobalInfo.cs

Search the below code

[System.Serializable]
public class TrainingModeOptions {
    public bool inputInfo;
    public bool freezeTime;
    public float p1StartingLife = 100f;
    public float p2StartingLife = 100f;
    public float p1StartingGauge = 0f;
    public float p2StartingGauge = 0f;

Add immediately after, the "0f" part. you can change this to any number. if you change it to 100. the game will start with the gauge full. any number you put is based on percentage

    public float p1StartingGauge2 = 0f;
    public float p2StartingGauge2 = 0f;
    public LifeBarTrainingMode p1Gauge2;
    public LifeBarTrainingMode p2Gauge2;

find this code

[System.Serializable]
public class GameGUI{
    public bool hasGauge = true;

add right under

public bool hasGauge2 = true;

Now to Top it all Off we finish with the BattleGui.cs or DefaultBattleGui.cs

At the very top of the document

find

public class DefaultBattleGUI : BattleGUI{
    #region public class definitions
    [Serializable]
    public class PlayerGUI{
        public Text name;
        public Image portrait;
        public Image lifeBar;
        public Image gaugeMeter;

add this immediately After

        public Image gauge2Meter;

Find this

            if (UFE.config.gameGUI.hasGauge){
                if (this.player1GUI != null && this.player1GUI.gaugeMeter != null){
                    this.player1GUI.gaugeMeter.fillAmount = UFE.config.player1Character.currentGaugePoints / UFE.config.player1Character.maxGaugePoints;
                }

                if (this.player2GUI != null && this.player2GUI.gaugeMeter != null){
                    this.player2GUI.gaugeMeter.fillAmount = UFE.config.player2Character.currentGaugePoints / UFE.config.player2Character.maxGaugePoints;
                }

Add this immediately After

                if (this.player1GUI != null && this.player1GUI.gauge2Meter != null)
                {
                    this.player1GUI.gauge2Meter.fillAmount = UFE.config.player1Character.currentGauge2Points / UFE.config.player1Character.maxGauge2Points;
                }

                if (this.player2GUI != null && this.player2GUI.gauge2Meter != null)
                {
                    this.player2GUI.gauge2Meter.fillAmount = UFE.config.player2Character.currentGauge2Points / UFE.config.player2Character.maxGauge2Points;
                }

and that should be everything you need.

if theres any problems please dont hesitate to as for help

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2 (edited by acidfmhq 2017-03-25 15:09:43)

Re: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

Getting a compiler error off of the line that is added in MoveSetScript.cs

Assets/UFE/Scripts/MoveSetScript.cs(822,33): error CS1061: Type `GameGUI' does not contain a definition for `hasGauge2' and no extension method `hasGauge2' of type `GameGUI' could be found (are you missing a using directive or an assembly reference?)

I rechecked to make sure I wasn't missing anything I tired adding to GlobalInfo.cs

public bool hasGauge2 = true;

under

public bool hasGauge = true;

this makes the error go away but the gauge won't fill or make moves have a limit.

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Re: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

Hold on ill look at my code

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Re: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

can you copy and paste what your line 822 is so i can find that line in my code?

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5 (edited by acidfmhq 2017-03-25 15:18:46)

Re: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

This is what I have on line 822 hasGauge2 is not being found within the gameGUI is what the compiler is saying.


        if (!UFE.config.gameGUI.hasGauge2) return true;
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Re: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

ohhhh ok.. found the problem ill edit the above tutorial

but the fix is this

in the
GlobalInfo.Cs

find this

[System.Serializable]
public class GameGUI{
    public bool hasGauge = true;

add

public bool hasGauge2 = true;

that shoud fix that problem

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Re: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

Within my first reply I mention I added those lines of code myself this fixed the compiler error but the gauge doesn't fill and the required gauge doesn't limit a move.

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Re: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

Ok then let me go back and look.

Im sure i added everything but i might have missed a step somewhere.

Are you getting any error after adding the lines in global info?

Like the game runs just not limiting the move?

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Re: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

The game runs but the bar just doesn't work at all. I have added an image to GUI to make sure it fills but I don't see it on screen. When I go to use add from hit or block nothing displays from the new bar in the GUI and when I set a limit the move ignores the limit.

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Re: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

That helps.

I think i know what i forgot

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Re: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

ControlScript.cs

find this

  // Hit
                        } else {
                            opControlsScript.GetHit(hit, move.totalFrames - move.currentFrame, collisionVectors);
                            AddGauge(move.gaugeGainOnHit);
                            opControlsScript.AddGauge(move.opGaugeGainOnHit);

add this right after

AddGauge2(move.gauge2GainOnHit);
                            opControlsScript.AddGauge2(move.opGauge2GainOnHit);

then find this

    public void AddGauge(float gaugeGain) {
        if ((isDead || opControlsScript.isDead) && UFE.config.roundOptions.inhibitGaugeGain) return;
        if (!UFE.config.gameGUI.hasGauge) return;
        if (inhibitGainWhileDraining) return;
        myInfo.currentGaugePoints += (myInfo.maxGaugePoints * (gaugeGain / 100));
        if (myInfo.currentGaugePoints > myInfo.maxGaugePoints) myInfo.currentGaugePoints = myInfo.maxGaugePoints;
    }

and add a space after and add this

    public void AddGauge2(float gaugeGain)
    {
        if ((isDead || opControlsScript.isDead) && UFE.config.roundOptions.inhibitGauge2Gain) return;
        if (!UFE.config.gameGUI.hasGauge) return;
        if (inhibitGainWhileDraining) return;
        myInfo.currentGauge2Points += (myInfo.maxGauge2Points * (gaugeGain / 100));
        if (myInfo.currentGauge2Points > myInfo.maxGauge2Points) myInfo.currentGauge2Points = myInfo.maxGauge2Points;
    }

find

    private void RemoveGauge(float gaugeLoss) {
        if ((isDead || opControlsScript.isDead) && UFE.config.roundOptions.inhibitGaugeGain) return;
        if (!UFE.config.gameGUI.hasGauge) return;
        if (UFE.gameMode == GameMode.TrainingRoom && playerNum == 1 && UFE.config.trainingModeOptions.p1Gauge == LifeBarTrainingMode.Infinite) return;
        if (UFE.gameMode == GameMode.TrainingRoom && playerNum == 2 && UFE.config.trainingModeOptions.p2Gauge == LifeBarTrainingMode.Infinite) return;
        myInfo.currentGaugePoints -= (myInfo.maxGaugePoints * (gaugeLoss / 100));
        if (myInfo.currentGaugePoints < 0) myInfo.currentGaugePoints = 0;

        if ((playerNum == 1 && UFE.gameMode == GameMode.TrainingRoom && UFE.config.trainingModeOptions.p1Gauge == LifeBarTrainingMode.Refill) ||
            (playerNum == 2 && UFE.gameMode == GameMode.TrainingRoom && UFE.config.trainingModeOptions.p2Gauge == LifeBarTrainingMode.Refill)) {
            if (!UFE.FindAndUpdateDelaySynchronizedAction(this.RefillGauge, UFE.config.trainingModeOptions.refillTime))
                UFE.DelaySynchronizedAction(this.RefillGauge, UFE.config.trainingModeOptions.refillTime);
        }
    }

add space then add

    private void RemoveGauge2(float gaugeLoss)
    {
        if ((isDead || opControlsScript.isDead) && UFE.config.roundOptions.inhibitGauge2Gain) return;
        if (!UFE.config.gameGUI.hasGauge2) return;
        if (UFE.gameMode == GameMode.TrainingRoom && playerNum == 1 && UFE.config.trainingModeOptions.p1Gauge2 == LifeBarTrainingMode.Infinite) return;
        if (UFE.gameMode == GameMode.TrainingRoom && playerNum == 2 && UFE.config.trainingModeOptions.p2Gauge2 == LifeBarTrainingMode.Infinite) return;
        myInfo.currentGauge2Points -= (myInfo.maxGauge2Points * (gaugeLoss / 100));
        if (myInfo.currentGauge2Points < 0) myInfo.currentGauge2Points = 0;

        if ((playerNum == 1 && UFE.gameMode == GameMode.TrainingRoom && UFE.config.trainingModeOptions.p1Gauge2 == LifeBarTrainingMode.Refill) ||
            (playerNum == 2 && UFE.gameMode == GameMode.TrainingRoom && UFE.config.trainingModeOptions.p2Gauge2 == LifeBarTrainingMode.Refill))
        {
            if (!UFE.FindAndUpdateDelaySynchronizedAction(this.RefillGauge2, UFE.config.trainingModeOptions.refillTime))
                UFE.DelaySynchronizedAction(this.RefillGauge2, UFE.config.trainingModeOptions.refillTime);
        }
    }

save

GlobalInfo.cs

find

    public bool inhibitGaugeGain = true;
   

add immediately after

 public bool inhibitCounterGaugeGain = true;
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Re: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

tell me if that works

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Re: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

Well it fills now with the on hit and on block but it doesn't remove any or set a limit still.

Also I had to add

private void RefillGauge2()
    {
        AddGauge(myInfo.maxGauge2Points);
    }

Was getting a compiler error without.

and your Globalinfo.cs not sure if you meant to have inhibitCounterGaugeGain = true cause I was getting another compiler error and add to add

 public bool inhibitGauge2Gain = true;

Almost working just need to fix the remove part maybe.

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Re: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

ill get the fix

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Re: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

where did you add this

private void RefillGauge2()
    {
        AddGauge(myInfo.maxGauge2Points);
    }
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Re: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

I pasted it below this

private void RefillGauge(){
        AddGauge(myInfo.maxGaugePoints);
    }

Also look for

RemoveGauge(move.gaugeUsage);

then paste below it

RemoveGauge2(move.gauge2Usage);

This is will let the Gauge be removed but the limit doesn't work yet.

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Re: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

yeah i did forget to add that. its in my code too. i forgot to comment that section

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18 (edited by acidfmhq 2017-03-25 17:26:34)

Re: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

I got it working you forgot to add in some lines in the MovesetScript.cs for gauge2Required just look for

if (!hasEnoughGauge(move.gaugeRequired)) return false;

then under this paste

if (!hasEnoughGauge2(move.gauge2Required)) return false;

Then Search for

if (!hasEnoughGauge(move.gaugeRequired)) return null;

then paste under

if (!hasEnoughGauge2(move.gauge2Required)) return null;
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19 (edited by xFTLxKingPhoenix 2017-12-06 01:00:46)

Re: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

GlobalInfo.cs

find

    public bool inhibitGaugeGain = true;

add rght under

    public bool inhibitGauge2Gain = true;

ControlScript.cs

find

 if (UFE.gameMode == GameMode.TrainingRoom) {
                myInfo.currentLifePoints = (float)myInfo.lifePoints * (UFE.config.trainingModeOptions.p1StartingLife / 100);
                myInfo.currentGaugePoints = (float)myInfo.maxGaugePoints * (UFE.config.trainingModeOptions.p1StartingGauge / 100);

add

                myInfo.currentGauge2Points = (float)myInfo.maxGauge2Points * (UFE.config.trainingModeOptions.p1StartingGauge2 / 100);

find just below

            if (UFE.gameMode == GameMode.TrainingRoom) {
                myInfo.currentLifePoints = (float)myInfo.lifePoints * (UFE.config.trainingModeOptions.p2StartingLife / 100);
                myInfo.currentGaugePoints = (float)myInfo.maxGaugePoints * (UFE.config.trainingModeOptions.p2StartingGauge / 100);

add

                myInfo.currentGauge2Points = (float)myInfo.maxGauge2Points * (UFE.config.trainingModeOptions.p2StartingGauge2 / 100);

find

            AddGauge(move.gaugeGainOnMiss);
            RemoveGauge(move.gaugeUsage);

add

            RemoveGauge2(move.gauge2Usage);


find

                        } else if (opControlsScript.currentSubState != SubStates.Stunned
                                   && opControlsScript.currentMove == null
                                   && opControlsScript.isBlocking
                                   && opControlsScript.TestBlockStances(hit.hitType)
                                   && !hit.unblockable
                                   ) {
                            opControlsScript.GetHitBlocking(hit, move.totalFrames - move.currentFrame, collisionVectors);
                            AddGauge(move.gaugeGainOnBlock);

add


                            AddGauge2(move.gauge2GainOnBlock);
                            opControlsScript.AddGauge2(move.opGauge2GainOnBlock);


im pretty sure this is everything

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Re: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

It's mostly working but the training mode filling isn't working I set 50 in the code and start the game without second meter.

What I'm needing is the meter to be at 50% in each game mode at the start of each round. This way when the character does the move I want them to do I can take 25% away then once I use it all they won't gain anymore of this.

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Re: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

Or you can make it be 100% and have the move take 50%

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Re: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

i thin you misunderstood something


the number you put there determines how much percentage you start wth not the max. you want to put it at 100%

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Re: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

Ooh ok well in order to get it to work I had to add it to the editor to have the bars to fill otherwise they would stay at 0 in training mode.

Now I just got to figure out where to add in a line of code for a global variable I made to fill the bar when a round starts.

opControlsScript.AddGauge2(UFE.config.roundOptions.helperGauge);

I tried pasting it at line 565 in ControlScripts.cs under UFE.CastNewRound(); but it gives me a Object reference not set to an instance of an object error at runtime and only player 1's bar is filled.

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Re: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

You dont have to do any of that

Just make set it to 100


public float p1StartingGauge2 = 0f;
    public float p2StartingGauge2 = 0f;
    public LifeBarTrainingMode p1Gauge2;
    public LifeBarTrainingMode p2Gauge2;

This code
Just change 0f to 100f
In the global editor

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Re: Additional Static Gauge/Meter [Tutorial] (Source Only) Edited

That's only for training mode I need this to be full at the start of Versus and Story mode.

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