The complete RPG Engine for Unity
Learn more about displaying a combatant’s equipped AI behaviours in your HUDs (and other UI).
This documentation focuses on listing a combatant’s AI behaviour slots and their current AI behaviours in a HUD. The actual AI behaviour is displayed via the AI behaviour’s Shortcut UI setup, see the HUD shortcut documentation for details.
The Unity UI module displays AI behaviour slots and their AI behaviours using HUD components.
Display text content information (e.g. name, values, etc.) using ORK HUD Status Text Content components (AI Behaviour status type, see the HUD text content documentation for details). You can also display information of the AI behaviour slot via the AI Behaviour status type.
Use a HUD AI Behaviour List component to add a combatant’s AI behaviour slots and their AI behaviours. You can either display all AI behaviour slots of the combatant or only defined AI behaviour slots.
The component creates an AI behaviour slot using the Shortcut UI setup of it’s AI behaviour, or a defined prefab for an empty slot.
The prefab (coming from AI behaviour’s shortcut UI or a defined prefab) requires a HUD Content Provider component at it’s root. The HUD AI Behavoiur List component sets the content provider’s user (content) as the individual AI behaviour slot. The content provider further distributes the information to any content component on it.
You can use layout components to arrange the listed AI behaviour slots. E.g. use a Vertical Layout Group component to arrange the slots in a vertical list. See Unity’s documentation on UI setup and layout groups for details on this.
The context menu in the scene hierarchy has quick setup commands for AI behaviour lists: ORK Framework > HUD > AI Behaviour > AI Behaviour List (variants with and without layout groups)
The HUD AI Behaviour List component requires a combatant as displayed content.
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