ORK Framework Logo - RPG Editor for Unity
  • Features
  • Showcase
  • Guide
    • Documentation
    • Tutorials
    • API
  • ORK 2
    • Tutorials
    • Plugins
    • API
  • Support
  • Forum
  • Get ORK

Getting Started

  • Introduction
  • First Steps
  • Game Starters
  • Components Overview
  • Player/Camera Controls
  • Game Over

Editor

  • Editor Overview
  • Base/Control Section
  • Game Section
  • UI Section
  • Templates Section
  • Status Section
  • Inventory Section
  • Combatants Section
  • Battles Section

Features

  • Animations
  • Areas & Teleports
  • Combatant Triggers
  • Control Maps
  • Difficulties
  • Factions
  • Formations
  • Formula Nodes
  • Logs
  • Loot
  • Move AI
  • Quests
  • Research Trees
  • Schematic Nodes
  • Shortcut Slots

Status System

  • Status Values
  • Status Effects
  • Attack/Defence Modifiers
  • Abilities
  • Combatants
  • Classes
  • Status Bonuses
  • Status Conditions

Inventory System

  • Inventory System Overview
  • Currencies
  • Items
  • Equipment
  • AI Behaviours/Rulesets
  • Crafting Recipes
  • Shops

Battle System

  • Battle Systems
  • Adding Battles to Scenes
  • Calculating Action Results
  • Battle Menus
  • Battle AI
  • Battle AI Nodes
  • Battle Ranges
  • Battle Camera
  • Target Selection
  • Battle Spots
  • Battle Texts
  • Battle End & Loot Dialogues
  • Action Combos
  • Damage Types
  • Cursor Prefab Components
  • Grid Battles
  • Adding Battle Grids to Scenes
  • Battle Grid Highlights
  • Battle Grid Formations

UI System

  • UI System Overview
  • Start Menu
  • Menu Screens
  • Notifications
  • Combatant Selections
  • Quantity Selections
  • Text Display Settings
  • Cursor Settings
  • Console (In-Game)
  • Menu Requirements
  • HUDs: Content Providers
  • HUDs: Conditions
  • HUDs: Click Actions
  • HUDs: Text Content
  • HUDs: Value Bar Content
  • HUDs: Status Values
  • HUDs: Status Effects
  • HUDs: Attack Modifiers
  • HUDs: Defence Modifiers
  • HUDs: Shortcuts
  • HUDs: Abilities
  • HUDs: Equipment
  • HUDs: Class Slots
  • HUDs: AI Behaviours
  • HUDs: AI Rulesets
  • HUDs: Quests
  • Timebar HUD

Scripting

  • Scripting Overview
  • Access Handler
  • Code Extensions
  • Combatant Scripting
  • Custom Nodes
  • Custom Component Save Data
  • Home
  • Guide
  • Documentation
  • UI System
  • Timebar HUD

Timebar HUD

Table of Contents
  • Unity UI

Learn more about the Timebar HUD.

The Timebar HUD is only visible during battles using the Active Time type battle system. The HUD itself displays a timebar (styled to your liking) and uses other HUDs representing combatants. The combant HUDs move along the timebar to display their current position on the timebar.

The Timebar HUD uses other Combatant type HUDs as templates to display the combatants. You can use different HUDs for the player group, allies and enemies.

Setting up the actual HUD depends on the used UI module.

Unity UI #

The Unity UI module uses the special Timebar HUD component instead of the usual HUD component for a Timebar type HUD.

The Timebar HUD component uses start and end positions on the timebar to determine a combatant’s position. Define positions using child objects of the timebar HUD’s game object. A combatant’s HUD will move on a straight line from start to end position.

Start/empty position:

End/full position:

In it’s simplest form it’ll use the Empty Timebar Position for the start of the timebar and the Max Timebar Position for the full timebar. You can optionally add positions for the Menu Border and Action Border. Use the additional positions to e.g. create slower moving parts on the timebar for choosing combatants.

Additionally, you can show the Cast Time on a separate ‘timebar’. The cast time also has a start and end position. Combatants casting an action will move along the cast time bar.

The image above has the regular timebar as the blue bar, the cast time bar as the red bar.

The context menu in the scene hierarchy has quick setup commands for creating a timebar HUD: ORK Framework > HUD > Timebar HUD (variants with and without cast time)

Editor, UI
Share This Article :
  • Facebook
  • Twitter
  • LinkedIn
  • Pinterest
Updated on July 9, 2021
Table of Contents
  • Unity UI
Sitemap
  • Features
  • Showcase
  • Guide
    • Documentation
    • Tutorials
    • API
  • ORK 2 Hub
    • Tutorials
    • Plugins
    • API
  • Support
  • Forum
  • Get ORK
  • Contact
  • Blog
  • Makinom
  • gamingislove.com
Categories
  • News (60)
  • ORK 2 (137)
    • Tutorial (137)
      • Game tutorial (50)
      • Gameplay (32)
      • How-to (55)
  • Release (130)
Search

© 2015 Gaming is Love e.U.

Disclosure: This site may contain affiliate links, which means I may receive a commission if you click a link and purchase something that I have recommended. While clicking these links won’t cost you any money, they will help me fund my development projects while recommending great assets!