10 months ago

Ah ha! Emotes and GUI food is now Particles!
This is much quicker and cleaner! No random variables to keep track of and reset all the time!


Got rid of all the weird re-used variables.

At first I was using the ones for my cutscenes, but obviously that would cause issues if I needed to use both systems at once.

Then I swapped to using some of the Menu variables, but again that could cause issues down the line.
Now I'm just spawning them with the particle system and only need a variable to tell the GUI I'm doing emote stuff, and a timer to turn it off at the end.

[Start]

Create Food Particle

set Emote variable to "PREFOOD"

Set Timer and count it down

Create Emote Particle

set Emote variable to "FOOD"

Set Timer and count it down

set Emote variable to noone

[End]

If things end prematurely it's all fine, the emotes only draw when you're on those screens, and the timer and emote variable gets reset when you leave them.

If you eat another food before the last one is done, it clears the existing one. It would nice to have some sort of [Instant NOM] but there's really no time for it.

Might be worth changing the Emote variable to something like EmoteGUI so I can have both.



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Ok, going by my test project it's totally possible to draw physics objects to the UI (top left corner). That doesn't solve the issue of having possibly 100's of extra object active at once though.

Meh, this is just a thought experiment.

As I've been going through my building redraws I've split the Crafting Building menu into Converters and Crafters. Kinda need better names for them.

I'm also realising I need to redo the UI for them, they don't need the Inventory part now I can reuse it.

OH! Different way of doing it.

11 lines of code, no randomness needed to stop them bouncing forever up and down!

This still means individual objects for the balls and bouncers, but no physics engine definitely means this is possible for minigames!

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Swapping to use the Modular InventoryUI from Fishtank etc will fix it!