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ORK 4 Documentation

  • Getting Started
    • Welcome
    • First Steps (Unity)
  • Features
    • The Status System
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    • Combatant Components
    • Control Components
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    • Game Starters
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    • Scene Setup Components
  • Editor
    • The ORK 4 Editor
    • Sections & Sub-Sections
    • Node Editor
    • Schematic Editor
    • Asset Sources
    • Unity Overlay Toolbar
  • Section: System
    • System Settings
    • Languages
    • Organizer Types
    • Game States & Conditions
    • General Condition Templates
    • Object Pools
    • Prefab Savers
    • Scene Connections
  • Section: Controls
    • Game Controls
    • Interaction Settings
    • Player Controls
    • Camera Controls
    • Input Keys
    • Control Maps
    • Camera Positions
    • Battle Camera
  • Section: Gameplay
    • Game Settings
    • Formulas
    • Difficulties
    • Shortcut Slots & Settings
    • Custom Settings & Global Custom Settings
    • Global Machines
    • Machine Templates
  • Section: Status
    • Status Values
    • Status Effects
    • Attack Modifiers
    • Defence Modifiers
    • Abilities & Ability Developments
    • Status Developments
    • Research Trees
    • Damage Types
    • Status Bonuses & Templates
    • Status Condition Templates
  • Section: Inventory
    • Inventory Settings
    • Inventory Containers
    • Currencies
    • Items
    • AI Rulesets
    • Crafting Recipes
    • Equipment Slots & Slot Set Templates
    • Equipment & Available Equipment Templates
    • Shops
    • Loot
  • Section: Combatants
    • Combatants
    • Combatant Groups
    • Class Slots
    • Classes
    • Factions & Faction Benefits
    • Animations
    • Move AIs
    • Formations
    • Action Combos
  • Section: Battles
    • Battle Systems
    • Turn Based Battles
    • Active Time Battles
    • Real Time Battles
    • Phase Battles
    • Battle Spots
    • Battle AIs
    • Battle Actions Settings
    • Special Commands Settings
    • Target Settings
    • Target Selection Templates
    • Battle Range Templates
    • Battle Grid Settings
    • Battle Grid Highlights
    • Battle Grid Cell Types
    • Battle Grid Formations
  • Section: Content
    • Content Types
    • Music
    • Sound Templates
    • Areas
    • Teleports
    • Quests & Quest Tasks
    • Logs & Log Texts
    • Object Contents
  • Section: UI
    • UI Settings
    • UI Layers
    • UI Layouts
    • UI Boxes
    • HUDs
    • Notifications
    • Cursor Settings
  • Section: Menus
    • Start Menu
    • Save Game Settings
    • Option Categories
    • Menu Screens
    • Menu Requirements
    • Battle Menus
    • Loot Dialogues
    • Item Collection
    • Combatant Selections
    • Quantity Selections
    • Shop Layouts
  • Section: Texts
    • Text Settings
    • Formatting Settings
    • Flying Texts
    • Use Cost Display
    • Status Preview Display
    • Bonus Display
    • Status Change Display
    • Console Settings & Console Types
    • Text Codes
  • Sections: Editor
    • Editor Settings
    • Backups
    • Variables
    • Plugins
  • Scripting
    • Access Handler
    • Custom Nodes
    • Custom Save Data
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ORK 4 Tutorials

  • ORK 4 Unity Quickstart Tutorials (3D)
    • ORK 4 Unity Quickstart 3D
    • 01 Initial ORK 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
    • This Is Not The End
    • Quickstart Extended
      • Unity UI: Interaction HUD
  • Schematics Tutorials
    • UI Animation Schematics
  • UI Tutorials
    • Unity UI: Initial Setup
    • Unity UI: Interaction HUD

ORK 4 Extensions

  • Plugins
    • Save Game Compression Plugin
  • Schematic Nodes
    • Footstepper Nodes (Unity)
  • Scripts
    • A* Pathfinding Movement Component (Unity)
    • PolyNav 2D Movement Component (Unity)
    • Cinemachine Camera Control Type (Unity)
    • Rewired Input Key (Unity)
    • Unity Legacy Input Key (Unity)
    • Core GameKit Wrapper (Unity)
    • Pool Boss Wrapper (Unity)
View Categories
  • Guide
  • ORK 4
  • ORK 4 Tutorials
  • ORK 4 Unity Quickstart Tutorials (3D)

06 Flying Texts

In this tutorial we’ll set up a flying text prefab.

Flying texts are used to display things like damage numbers or other status changes on screen at the position of the combatant they affect.

We’ll set up:

  • flying text prefab
  • flying text mover schematic
  • default flying text settings

Let’s get to it!

Flying Text Prefab #

Create a ready-to-use setup using the scene hierarchy’s context menu (ORK Framework > UI > Flying Text (Sprite + TextMeshPro)) or ORK toolbar (search for: Flying Text and use the sprite+TMP variant).

This creates a simple flying text object with an icon and text, horizontally arranged.

Horizontal Layout Group #

With the root Flying Text object selected, we’ll adjust some layout settings in the Horizontal Layout Group component.

  • Padding
    Set to Left=0, Right=0, Top=0, Bottom=0.

Content Size Fitter #

We’ll adjust the width of the flying text to the displayed content to keep it centered.

Add a Content Size Fitter component to the Flying Text object using the component menu.

  • Horizontal Fit
    Select Preferred Size.

Image Size #

Select the Flying Text > Image child object, we’ll change the size of the Rect Transform to better fith with the text.

  • Width
    Set to: 50
  • Height
    Set to: 50

Fitting the Text #

Next, select the Flying Text > Text child object, we also need a Content Size Fitter component on the text to make it adjust it’s size.

Add a Content Size Fitter component using the component menu.

  • Horizontal Fit
    Select: Preferred Size
  • Vertical Fit
    Select: Preferred Size

Create Prefab #

Create a prefab out of the Flying Text object by dragging it into the project view.

Remove the object from the canvas.

Flying Text Mover Schematic #

Like with the UI boxes, we’ll use a schematic to animate flying texts.

The flying text is available using local selected data via the selected key ui.

Open the schematic editor. We’ll move the flying text upwards, fade it in and fade it out after some time.

Change UI Offset #

Add Node > UI > Change UI Offset

This node is used to set or fade the offset of UI elements (e.g. flying texts, UI boxes or HUDs).

We’ll move it upwards in screen space and continue the schematic without waiting for the movement to finish – i.e. the move will happen in the background while we use other nodes.

  • Vector 3 Type (Offset)
    Select: Value > Value
  • Value (Offset)
    Set to: X=0, Y=100, Z=0
  • Fade
    Enable
  • Wait
    Disable
  • Time
    Select: Value > Value
    Set the value to: 3

Change UI Color #

Add Node > UI > Change UI Color

We’ll do a short fade in (alpha value), but without waiting for it.

  • Fade
    Select: Fade
  • Wait
    Disable
  • Start Color
    Select a color with no alpha value (A=0).
  • End Color
    Select a color with full alpha value (A=255 or 1, depending on your color picker).

Wait #

Add Node > Base > Wait

We’ll now wait – in total we want the flying text to be visible for 3 seconds (matching the movement), but we also need some time to fade out the text.

  • Time
    Select: Value > Value
    Set the value to: 2.75

Change UI Color #

Add Node > UI > Change UI Color

Just like before, but with reversed colors. Best just copy the previous Change UI Color node and adjust it.

This time we wait for the fade to complete.

  • Wait
    Enable
    We should wait the 0.25 seconds defined by Time.

Click on Swap Colors to exchange the start and end color, now fading from full alpha to no alpha value.

And that’s it for the schematic. Click on Save Schematic to save it, e.g. as FlyingTextMover.

Flying Text Setup #

We’ll now set up the basic flying text settings in the editor.

Open the ORK editor and navigate to Texts > Flying Texts.

Default Settings #

The default settings are used by all flying texts, individual setups can override the different default settings.

Display Settings #

  • UI Prefab
    Select: Flying Text
  • Schematic Asset
    Select: FlyingTextMover

Object Creation #

  • Create Object Type
    Select: None
    We’ll stick with this default setup, just note that you can use this to have actual objects in the world created to position a flying text.
    This allows you to set up things like physics-based flying texts.
  • Follow World Position
    Enable
    Flying texts will follow the position of the object they’re displayed for, e.g. a combatant’s damage numbers will follow the combatant on position changes.

Position Settings #

These settings handle how flying texts are positioned on screen, based on the object they’re displayed for.

We’ll set up multiple positions for cases where more than 1 flying text is displayed at the same time, e.g. an attack that deals damage and adds a status effect. Otherwise, the flying texts would overlap, making it hard to read them.

  • Use In Order
    Enable
    The positions will be used in the order they’re defined instead of a random position from the defined settings.
  • Reset Order
    Enable
    The order is reset after a defined time, this is useful for only using the additional positions when multiple flying texts are displayed in a short time.
  • Reset After
    Set to: 0.5
    The order is reset after 0.5 seconds, i.e. we’ll mainly use the other positions for actions adding multiple flying texts at once.

The already added Position 0 will simply display the flying text at the position of the object without any offset. You can also add random offsets to the position if you want.

Click on Add Position and change the settings of the newly added Position 1.

  • Position
    Set to: X=0, Y=-0.5, Z=0
    I.e. the 2nd flying text will be a bit lower than the first.

Click on Add Position again and change the settings of the newly added Position 2.

  • Position
    Set to X=0, Y=-1, Z=0.

That should be enough to keep flying texts from overlapping in our small game.

Status Effects #

We’ll also set up the default flying texts for status effects (which we’ll set up soon). Individual status effects can optionally override this with their custom flying texts.

Click on Add Flying Text.

  • Player/Ally/Enemy
    Enable

Add Flying Text #

We’ll show a flying text when adding a status effect to a combatant.

  • Show Add
    Enable
  • Use Content Icon (Content)
    Enable
    The status effect’s icon will be used by the flying text.
  • Text (Content)
    Set to: <name> added

Remove Flying Text #

We’ll show a flying text when removing a status effect from a combatant.

  • Show Remove
    Enable
  • Use Content Icon (Content)
    Enable
  • Text (Content)
    Set to: <name> removed

Save Changes #

And that’s it for now.

Save the changes using the Save Settings button at the bottom of the editor.

 

Next, we’ll get to the bones of our game – the status system.

Table of Contents
  • Flying Text Prefab
    • Horizontal Layout Group
    • Content Size Fitter
    • Image Size
    • Fitting the Text
    • Create Prefab
  • Flying Text Mover Schematic
    • Change UI Offset
    • Change UI Color
    • Wait
    • Change UI Color
  • Flying Text Setup
    • Default Settings
      • Display Settings
      • Object Creation
      • Position Settings
    • Status Effects
      • Add Flying Text
      • Remove Flying Text
  • Save Changes
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