Learn more about displaying attack modifiers in your HUDs (and other UI).
Displaying a combatant’s attack modifiers can get a bit complex. Attack modifiers consist of multiple attributes, so you’ll have a list of attack modifiers, each displaying a list of attributes.
E.g. displaying attack modifiers Element and Attack Type:
- Element (Attack Modifier)
- Normal (Attribute)
- Fire (Attribute)
- Water (Attribute)
- …
- Damage Type (Attack Modifier)
- Cut (Attribute)
- Stab (Attribute)
- Hit (Attribute)
- …
Unity UI #
The Unity UI module displays attack modifiers and their attributes using HUD components.
Display text content information (e.g. name, values, etc.) using ORK HUD Status Text Content components. Use the Attack Modifier status type for the base modifier and the Attack Modifier Attribute status type for individual attributes of a modifier (see the HUD text content documentation for details).
HUD Attack Modifier List #
Use a HUD Attack Modifier List component to add multiple attack modifiers. You can either display defined modifiers or those that are recognized as traits:
- None
Select the attack modifiers that will be displayed. - Strength
Displays all attack modifiers that are recognized as strengths. - Weakness
Displays all attack modifiers that are recognized as weaknesses. - Immunity
Displays all attack modifiers that are recognized as immunities. - Recovery
Displays all attack modifiers that are recognized as recoveries.
The component creates an attack modifier using a defined prefab. The prefab requires a HUD Content Provider component at it’s root. The HUD Attack Modifier List component sets the content provider’s user (content) as the individual attack modifier. The content provider further distributes the information to any content component on it.
You can use layout components to arrange the listed attack modifiers. E.g. use a Vertical Layout Group component to arrange the attack modifiers 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 attack modifier lists: ORK Framework > HUD > Attack Modifier > Attack Modifier List (variants with and without layout groups)
The HUD Attack Modifier List component requires a combatant as displayed content.
HUD Attack Modifier Attribute List #
Use a HUD Attack Modifier Attribute List component to display the attributes of an attack modifiers.
The component creates an attack modifier attribute using a defined prefab. The prefab requires a HUD Content Provider component at it’s root. The HUD Attack Modifier Attribute List component sets the content provider’s user (content) as the individual attack modifier attribute. The content provider further distributes the information to any content component on it.
You can use layout components to arrange the listed attributes. E.g. use a Vertical Layout Group component to arrange the attack modifier attributes 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 attack modifier attribute lists: ORK Framework > HUD > Attack Modifier > Attack Modifier Attribute List (variants with and without layout groups)
The HUD Attack Modifier Attribute List component requires an attack modifier as displayed content.
HUD Attack Modifier (single) #
Use a HUD Attack Modifier component to display a single, defined attack modifier. The component itself is a HUD Content Provider and doesn’t create a prefab of the displayed attack modifier.
Use this component if you only want to display a single attack modifier and skip using a prefab for this. Displaying the content uses ORK HUD Status Text Content components or HUD Attack Modifier Attribute List components to list the attributes of the attack modifier (which uses prefabs for the attributes).
The context menu in the scene hierarchy has quick setup commands for single attack modifiers: ORK Framework > HUD > Attack Modifier > Attack Modifier – Name (single)
The HUD Attack Modifier component requires a combatant as displayed content.
HUD Attack Modifier Attribute (single) #
Use a HUD Attack Modifier Attribute component to display a single, defined attack modifier attribute. The component itself is a HUD Content Provider and doesn’t create a prefab of the displayed attack modifier attribute.
Use this component if you only want to display a single attribute of an attack modifier and skip using a prefab for this. Displaying content uses ORK HUD Status Text Content components.
The context menu in the scene hierarchy has quick setup commands for single attack modifier attributes: ORK Framework > HUD > Attack Modifier > Attack Modifier Attribute – Name+Value (single)
The HUD Attack Modifier Attribute component requires a combatant as displayed content.
HUD Attack Modifier (for prefabs) #
You often use prefabs to display an attack modifier, e.g. for HUD Attack Modifier List components.
The prefab requires a HUD Content Provider component at it’s root. Displaying the content uses ORK HUD Status Text Content components or HUD Attack Modifier Attribute List components to list the attributes of the attack modifier. Both reference the HUD Content Provider component as their content provider.
Listing multiple attack modifiers will often use layout groups to organize them. You can use a Layout Element component to define the prefab’s preferred width or height. Or use a Content Size Fitter component on it to adjust it’s size to the displayed attributes.
The context menu in the scene hierarchy has quick setup commands for attack modifier prefabs: ORK Framework > HUD > Attack Modifier > Attack Modifier – Name (for prefabs)
HUD Attack Modifier Attribute (for prefabs) #
You often use prefabs to display an attack modifier attribute, e.g. for HUD Attack Modifier Attribute List components.
The prefab requires a HUD Content Provider component at it’s root. Displaying the content uses ORK HUD Status Text Content components, which reference the HUD Content Provider component as their content provider.
Listing multiple attack modifier attributes will often use layout groups to organize them. You can use a Layout Element component to define the prefab’s preferred width or height.
The context menu in the scene hierarchy has quick setup commands for attack modifier attribute prefabs: ORK Framework > HUD > Attack Modifier > Attack Modifier Attribute – Name+Value (for prefabs)