Topic: About the visual script

Can UFE use the visual script like the bolt?

I can't write the script well.

I want to make it easy to understand.


UFEはboltの様なビジュアルスクリプトを使用することは可能でしょうか?

私はスクリプトを書くのが苦手です。

スクリプトを書くことをわかりやすくしたいです。

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Re: About the visual script

You may be able to manipulate variables used by UFE using bolt.

What are you trying to do code wise?
I might be able to help.

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Re: About the visual script

It's the small things.
What I want to make are as follows.
I didn't know how to editing the scripts that existing scripts.

・Title screen (before the main menu)
・The system that to move the cursor when change the text and picture like the character select
・command list (move list)
・common loading screen

I'm very sorry for my poor English.


細かい部分ですが、
私が作りたいのは以下の点です。
既存のスクリプトファイルだと、どのように編集すればよいのかわかりませんでした。

・タイトル画面(メインメニューの前)
・キャラクターセレクトのように、カーソルを動かすとテキストや画像が変わるシステム
・コマンドリスト(技表)
・汎用的に使用できるローディング画面

つたない英語で本当に申し訳ございません。

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Re: About the visual script

I may be forgotten me, and I repost that.

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Re: About the visual script

I don't have any experience with the cursor system so I can't help much there at the moment.

Title Screen can be handled by the title screen prefab
https://i.imgur.com/Op8CwSj.png

UFE has a loading before battle screen prefab.
https://i.imgur.com/HZKWcfV.png

Command Lists will need a tutorial but there is two things script wise we'll need

1. Who pressed the pause button
Take a look at this: http://www.ufe3d.com/forum/viewtopic.php?id=2207

2. A way to display the command list gameobject based on who pressed the pause button and character name

using UnityEngine;

public class UFE_2ListDisplayHandlerScript : MonoBehaviour
{
    public string[] characterNames;

    public GameObject[] listGameObjects;

    // Start is called before the first frame update
    void Start()
    { 
        switch (UFE_2PlayerPausedGlobalVariablesHandlerScript.static_PlayerPaused)
        {
            case UFE_2PlayerPaused.Player1Paused:
                for (int i = 0; i < characterNames.Length; i++)
                {
                    if (characterNames[i] == UFE.config.player1Character.characterName)
                    {
                        listGameObjects[i].SetActive(true);
                    }
                }
                break;

            case UFE_2PlayerPaused.Player2Paused:
                for (int i = 0; i < characterNames.Length; i++)
                {
                    if (characterNames[i] == UFE.config.player2Character.characterName)
                    {
                        listGameObjects[i].SetActive(true);
                    }
                }
                break;
        }
    }
}

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Re: About the visual script

Thank you very much.

・Title Screen
I understood maybe.
I'll try to make it.

・Loading
Can this screen use apart from the before battle screen?

・Command Lists
How I edit scripts?
Do I need to make the new script or edit the exist script?
Where I edit the part of Scripts?
I'm afraid of that UFE doesn't move by edit the script.

Thank you very much and I'm very sorry.

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Re: About the visual script

I hate myself that have no brains.

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Re: About the visual script

Don't worry if your not good at scripting.
A couple tutorials on things you want in your game can do wonders for learning how you can code these things for yourself.
It takes time to get good at coding and visual scripting can certainly help but, it's no replacement for the real thing.

Loading:
Anything that's not supported out of the box will need to be custom made.
More details on your setup may help me but, I only use the loading before battle screen.

Command List:
A step by step tutorial will need to be made for this.
So you will have to wait until I or someone else does this, sorry.

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Re: About the visual script

Thank you very much FreedTerror.

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