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ORK 3 Documentation

  • Getting Started
    • Introduction
    • First Steps
    • Game Starters
    • Components Overview
    • Player/Camera Controls
    • Game Over
    • Support: Sending Test Projects
  • 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
    • Option Categories
    • 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
    • Custom Settings
    • Custom Targeting
    • Combatant Scripting
    • Custom Nodes
    • Custom Component Save Data

ORK 3 Tutorials

  • 2D RPG Quickstart
    • START 2D RPG Quickstart
    • 01 Initial Setup
    • 02 Player Setup
    • 03 Music & Scenes
    • 04 UI System Setup
    • 05 UI Boxes
    • 06 Flying Texts
    • 07 Status Values
    • 08 Status Effects
    • 09 First Abilities
    • 10 Fighter Setup
    • 11 First Enemies & Battle AI
    • 12 Battle System Setup
    • 13 Animating Battle Start and End
    • 14 Random Battles
    • 15 Animating Actions
    • 16 Player Battle HUD
    • 17 Elemental Attacks
    • 18 Animating More Actions
    • 19 Inventory & Loot
    • 20 Equipment
    • 21 Loot, Start Equipment & Viewers
    • 22 Magic Abilities
    • 23 Caster Setup
    • 24 More Enemies
    • 25 Start Menu & Save Games
    • 26 Menu Screens
    • 27 Interactions
    • 28 Item Collectors
    • END 2D RPG Quickstart
  • 3D RPG Quickstart
    • START 3D RPG Quickstart
    • 01 Initial Setup
    • 02 Player Setup
    • 03 Music & Scenes
    • 04 UI System Setup
    • 05 UI Boxes
    • 06 Flying Texts
    • 07 Status Values
    • 08 Status Effects
    • 09 First Abilities
    • 10 Fighter Setup
    • 11 First Enemies & Battle AI
    • 12 Battle System Setup
    • 13 Animating Battle Start and End
    • 14 Random Battles
    • 15 Animating Actions
    • 16 Player Battle HUD
    • 17 Elemental Attacks
    • 18 Animating More Actions
    • 19 Inventory & Loot
    • 20 Equipment
    • 21 Loot, Start Equipment & Viewers
    • 22 Magic Abilities
    • 23 Caster Setup
    • 24 More Enemies
    • 25 Start Menu & Save Games
    • 26 Menu Screens
    • 27 Interactions
    • 28 Item Collectors
    • END 3D RPG Quickstart
  • Status System Setup
    • START Status System Setup
    • 01 Status Values
    • 02 Status Development
    • 03 Attack/Defence Modifiers
    • 04 Status Effects
    • 05 Formulas
    • 06 Ability & Item Types
    • 07 Abilities Part 1: Attacks
    • 08 Abilities Part 2: Support & Sabotage
    • 09 Abilities Part 3: Elemental Magic
    • 10 Items
    • 11 Equipment Part 1: Slots & Slot Set Templates
    • 12 Equipment Part 2: Weapons
    • 12.5 (Optional) Equipment Part 2.5: Weapons
    • 13 Equipment Part 3: Shields, Armor & Accessories
    • 13.5 (Optional) Equipment Part 3.5: Shields, Armor & Accessories
    • 14 Equipment Part 4: Available Equipment Templates
    • 15 Loot
    • 16 Battle AIs
    • 17 Combatants Part 1: General Settings
    • 18 Combatants Part 2: Players
    • 19 Combatants Part 3: Enemies
    • 20 Combatant Groups
    • END Status System Setup
  • 3D RPG Playground
    • START 3D RPG Playground
    • 01 Player Setup
    • 02 Start Menu
    • 03 First Interaction
    • 04 Music
    • 05 Areas
    • 06 Collecting Items
    • 07 Displaying Equipment
    • 08 Combatant Prefabs, Icons & Portraits
    • 09 Combatant Animations
    • 10 Camera Positions
    • ANIM 01 Battle Start/End Schematics
    • ANIM 02 Use, Cast & Camera
    • ANIM 03 Abilities & Items
    • ANIM 04 Physical Attacks
    • ANIM 05 Special Actions
    • BATTLE 01 Battle Menu
    • BATTLE 02 Prepare for Battle
    • TURN 01 Turn Based Setup
    • TURN 02 Turn Order HUD
    • ATB 01 Active Time Setup
    • ATB 02 Cast Times
    • ATB 03 Timebar HUD
    • BATTLE 03 The First Battle
    • BATTLE 04 Hunting Move AI
    • BATTLE 05 Spawning Combatants
    • 11 Save Games
    • MENU 01 UI Boxes
    • MENU 02 Template HUDs
    • MENU 03 Overview Menu
    • MENU 04 Menu Screens
    • 12 Shop
    • BATTLE 06 Random Battles
    • DUNGEON 01 Enter the Dungeon
    • DUNGEON 02 The Trapdoor
    • DUNGEON 03 Enemies on Level 1 & 2
    • DUNGEON 04 Traps on Level 3
    • DUNGEON 05 Going Deeper
    • 13 Bestiary (+MENU+ANIM)
    • QUEST 01 Hunting Quests (+MENU)
    • QUEST 02 Guard NPC
    • QUEST 03 Forest Ruin Cheese
    • QUEST 04 Witch NPC with Cheese
    • QUEST 05 Quest Mark HUDs
    • 14 Research Trees (+MENU)
    • CRAFT 01 Crafting Materials
    • CRAFT 02 Crafting Recipes
    • CRAFT 03 Crafting Menu
    • CRAFT 04 Crafting Proficiency & Critical Crafting
    • CRAFT 05 Materials Loot
    • 15 Changing Choice Dialogue
    • 16 Follow Me!
    • BATTLE 07 Sequence Loot Dialogue
  • 3D Action RPG
    • START 3D Action RPG
    • 01 Status System Setup
    • 02 Player Setup
    • 03 Player Weapon
    • 04 Player Attacks
    • 05 Enemy: Chomper
    • 06 Chomper Attack
    • 07 Hit & Death
    • 08 HUDs
    • 09 Rolling on the Floor
    • 10 Enemy: Spitter
    • 11 Spit Attack
    • 12 Potion
    • 13 Grenade
    • 14 Item HUD
    • 15 Enemy: Grenadier
    • 16 Grenadier Melee Attacks
    • 17 Grenadier Flamethrower
    • 18 Item Drops
    • END 3D Action RPG
  • 2D Grid Battle RPG
    • START 2D Grid Battle RPG
    • 01 Player Setup
    • 02 Prefab & Music Setup
    • 03 Randomizing Combatants
    • 04 UI Setup
    • 05 Battle Start, End & Phase Schematics
    • 06 Battle System Setup
    • 07 Battle Grid Setup
    • 08 Grid Move
    • 09 Forest Battle Grid
    • 10 Battle AI
    • 11 Ability Ranges
    • 12 Death & Use Schematics
    • 13 Attack Schematic
    • 14 Shoot Schematics
    • 15 Battle Selection Interaction
    • END 2D Grid Battle RPG
  • Schematics
    • Simple Start Schematic
    • Battle Start Schematic
    • Battle End Schematic
    • Moving to Target and Back
    • Animating a Base Attack
    • Animating a Magic Ability
    • Animating Target Selection
    • Grid Movement
    • Open and Close UI Animations
    • Flying Text Mover
  • UI Setups
    • Unity UI: Initial Setup
    • Unity UI: TextMesh Pro Setup
    • Unity UI: UI Box
    • Unity UI: Flying Text
    • Unity UI: Dragging Notification
    • Unity UI: Canvas with Screen Space Camera
    • Unity UI: Interaction HUD
    • Unity UI: Simple Player HUD
    • Unity UI: Quest HUD
    • Unity UI: Battle Actions HUD
    • Unity UI: Shortcuts HUD
    • Unity UI: Currency HUD
    • Unity UI: Tooltip HUD
    • Unity UI: Control HUD
    • Unity UI: Attack Modifiers
    • Unity UI: Defence Modifiers
  • Gameplay Bits
    • 2.5D Setup
    • Body Part Weakpoint
    • Click Attack
    • Combining Input Origins
    • Combining Status Value Flying Texts
    • Fun With Flying Text
    • HUD Effects With Conditional Schematics
    • Inventory Containers
    • Local Multiplayer
    • Multi Interaction Controllers
    • Target Selection Lines
    • World Space HUD
    • World Space Dialogue
View Categories
  • Guide
  • ORK 3
  • ORK 3 Documentation
  • Scripting

Custom Targeting

Add custom targeting classes to extend targeting functionality.

Custom targeting is used by single, group and raycast targeting to select or filter the used targets. It’s not used by the player selecting targets, only when the system selects a target (e.g. auto targeting or by non-player combatants). Custom targeting is used after auto target conditions (i.e. only if auto target isn’t used or didn’t find a target).

Custom targeting is part of the target selection setup, i.e. either directly in abilities and items or in target selection templates.

Own Custom Targeting Classes #

You can add your own custom targeting classes by extending from the BaseCustomTargetType class.

The class requires the implementation of the GetSingleTarget and GetGroupTarget functions, which are used for single target selection and group target selection. Both functions get the BaseAction they’re used for and the available targets (list of combatants) passed on as parameters.

Additionally, the class has to add the EditorSettingsInfo attribute to add editor information for the type selection dropdown of the custom targeting settings.

Dummy Class Example #

Below you’ll find an empty class to base your own code on:

using UnityEngine;
using GamingIsLove.Makinom;
using System.Collections.Generic;

namespace GamingIsLove.ORKFramework
{
    // the name and description displayed in dropdown selections
    [EditorSettingInfo("Name", "Description")]
    public class YourCustomTargetType : BaseCustomTargetType
    {
        // add your settings

        public YourCustomTargetType()
        {

        }

        public override string ToString()
        {
            // returns text for foldout information
            return "Your Class";
        }

        public override Combatant GetSingleTarget(BaseAction action, List<Combatant> targets)
        {
            // return a single target
            return targets.Count > 0 ? targets[0] : null;
        }

        public override List<Combatant> GetGroupTarget(BaseAction action, List<Combatant> targets)
        {
            // return a list of targets for group targeting
            return targets;
        }
    }
}

Class Example: Status Value Sorted #

The Status Value Sorted implementation uses targets based on status value sorting, e.g. sorting by lowest HP.

The GetSingleTarget function will return the target with the lowest or highest value (depending on the setup).

The GetGroupTarget function will return the list of targets sorted from lowest to highest or highest to lowest value (depending on the setup).

using UnityEngine;
using GamingIsLove.Makinom;
using System.Collections.Generic;

namespace GamingIsLove.ORKFramework
{
    [EditorSettingInfo("Status Value Sorted", "The targets are sorted by a defined status value.\n" +
        "Single targeting uses the target with the lowest/highest value.")]
    public class StatusValueSortedCustomTargetType : BaseCustomTargetType
    {
        [EditorHelp("Status Value", "Select the status value that will be used to sort.\n" +
            "The combatants will be sorted from lowest to highest value.", "")]
        public AssetSelection<StatusValueAsset> status = new AssetSelection<StatusValueAsset>();

        [EditorHelp("Used Value", "Select which value will be used:\n" +
            "- Current Value: The current value of the status value.\n" +
            "- Base Value: The base value of the status value (without bonuses).\n" +
            "- Min Value: The minimum value of the status value.\n" +
            "- Max Value: The maximum value of the status value.\n" +
            "- Display Value: The currently displayed value of the status value (e.g. when using 'Count To Value').\n" +
            "- Preview Value: The preview value, displaying changes when an equipment would be equipped.\n" +
            "- Preview Max Value: The preview maximum value, displaying changes when an equipment would be equipped.\n" +
            "- Preview Min Value: The preview minimum value, displaying changes when an equipment would be equipped.\n" +
            "- Last Change Value: The last value used to change the status value.\n" +
            "- Last Combined Change Value: The combined value of the last changes to the status value.\n" +
            "- Last Combined Change Value Positive: The combined value of the last positive changes to the status value.\n" +
            "- Last Combined Change Value Negative: The combined value of the last negative changes to the status value.", "")]
        public StatusValueGetValue usedValue = StatusValueGetValue.CurrentValue;

        [EditorHelp("Inverse Order", "Inverse the sorting - sorts from highest to lowest value.", "")]
        public bool inverseOrder = false;

        public StatusValueSortedCustomTargetType()
        {

        }

        public override string ToString()
        {
            return (this.inverseOrder ? "Highest " : "Lowest ") + this.status.ToString();
        }

        public override Combatant GetSingleTarget(BaseAction action, List<Combatant> targets)
        {
            if(targets.Count > 0)
            {
                targets.Sort(new StatusValueSorter(this.status.StoredAsset.Settings, this.usedValue, this.inverseOrder));
                return targets[0];
            }
            return null;
        }

        public override List<Combatant> GetGroupTarget(BaseAction action, List<Combatant> targets)
        {
            targets.Sort(new StatusValueSorter(this.status.StoredAsset.Settings, this.usedValue, this.inverseOrder));
            return targets;
        }
    }
}

 

Scripting
Table of Contents
  • Own Custom Targeting Classes
    • Dummy Class Example
    • Class Example: Status Value Sorted
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