HUDs: Value Bar Content

HUDs can display numerical values as value/icon bars, e.g. a combatant’s status values or an ability’s cast time.

ORK HUD Value Bar Content #

The ORK HUD Value Bar Content is used for displaying a specific content’s numerical value.

Value Type #

The Value Type selection defines which kind of content will be displayed.

Action Time #

Displays a combatant’s action time (only in ‘Turn Based’ and ‘Phase’ type battles).

The displayed content has to be a combatant.

Actions Per Turn #

Displays a combatant’s actions per turn (only in ‘Turn Based’ and ‘Phase’ type battles).

The displayed content has to be a combatant.

Cast Time #

Displays the cast time of a combatant currently casting an action (only while casting). Can also be used to display the cast time of a shortcut.

The displayed content has to be a combatant or a shortcut with running cast time (e.g. ability, item, etc.).

Chance #

Displays the hit or critical chance of the previewed ability on the combatant. Only used when there’s a preview.

The displayed content has to be a combatant with a status preview containing hit or critical chance information.

Delay Time #

Displays a combatant’s delay time (only while the time is running).

The displayed content has to be a combatant with a running delay time.

Durability #

The durability of an equipment.

The displayed content has to be an equipment using durability.

Grid Move Range #

Displays a combatant’s grid move range (only in grid battles).

The displayed content has to be a combatant.

Inventory Space #

Displays the combatant’s inventory space.

The displayed content has to be a combatant.

Level Points #

The level points of an ability or equipment.

The displayed content has to be a shortcut that can level up (equipment or ability).

Quest Task Requirement #

The count of a quest task’s requirement.

The displayed content has to be a quest task’s requirement (e.g. to display the number of items that need to be collected).

Research Count #

The research count of a research item.

The displayed content has to be a research item.

Research Progress #

The progress of a research item.

The displayed content has to be a research item.

Reuse Time #

Displays the reuse time/turns of an ability or item. Only displayed while the reuse time/turns is active.

The displayed content has to be a shortcut with a running reuse time (e.g. ability or item).

Status Effect Duration #

The duration (remaining time/turns) of a status effect, only shown when the effect uses a duration.

The displayed content has to be a status effect with a duration.

Status Value #

Displays the value of a combatant’s status value.

The displayed content has to be a status value.

Timebar #

Displays the timebar or used timebar value of a combatant (only in ‘Active Time’ type battles).

The displayed content has to be a combatant.

Unity UI #

Using the Unity UI module, this content is set up using the ORK HUD Value Bar Content component. The components are responsible for defining the content that will be displayed – the source of the content comes from the referenced HUD Content Provider component (Content Provider field).

The actual content is displayed by the referenced HUD Value Bar component (Value Bar field).

You can quickly create a setup using the context menu in the scene hierarchy: ORK Framework > HUD > Content > Value Bar (Sprite)

Many other context menu commands also include ORK HUD Value Bar Content setup.

You can also use the ORK HUD Icon Bar Content component – instead of a single value bar, this setup creates multiple icons, each icon being a value bar on it’s own, representing a part of the displayed value. E.g. going for a Zelda-like hearts UI to show your health, the icon bar is the way to go.