Proximity pick closest
Posted: Sat Aug 11, 2018 11:34 am
Hi,
I've had the DS for a while but only now starting to integrate. I'm hoping the package will be able to replace a lot of my own home-made system..
The main question for now is about the Proximity registering the last entered as the active Usable.
In my system there's Interactable, that's what it's called. Planning to switch every Interactable to Usable eventually. Would it better to modify the Usable or keep my own Interactable to control the Usable (to not tamper with the package at all)?
Anyways, the player keeps track of every Interactable nearby, got its own display of what's currently the active one, which is whatever is the closest, even if he's among many Interactables. Pressing F, say if he's among 3 Items(object with Interactable) will pick them up 1 by 1 starting from the closest.
I read in the changelog that Proximity Selector is now virtual and I can override it, but just wondering if there's already a way to select from the closest without doing so. If not, I'll make a derived class, but where should I look?
Also, if I switch all my pick-able items to contain the Usable, and just have a UnityEvent to call "PickUp" on the item, it's fine right? As in, the Usable is meant to be used for non conversation usable stuff too?
The next question (slightly related), is, I have my own Item class and Item DB containing the general item info. Currently the item's detailed effects are defined in a prefab for each item. I'm thinking of improving this in the future, so everything about the item is contained in the DB, modularly build the item's details with scriptable object parts.
Can the "Item" DB in the DS be linked to my item DB? I read around here about getting variables from c# in lua that this can be done.
So, should I use DS's ItemDB at all?
Great asset, btw. Excited to fully integrate them in my project. There'll be more questions to come
Cheers!
I've had the DS for a while but only now starting to integrate. I'm hoping the package will be able to replace a lot of my own home-made system..
The main question for now is about the Proximity registering the last entered as the active Usable.
In my system there's Interactable, that's what it's called. Planning to switch every Interactable to Usable eventually. Would it better to modify the Usable or keep my own Interactable to control the Usable (to not tamper with the package at all)?
Anyways, the player keeps track of every Interactable nearby, got its own display of what's currently the active one, which is whatever is the closest, even if he's among many Interactables. Pressing F, say if he's among 3 Items(object with Interactable) will pick them up 1 by 1 starting from the closest.
I read in the changelog that Proximity Selector is now virtual and I can override it, but just wondering if there's already a way to select from the closest without doing so. If not, I'll make a derived class, but where should I look?
Also, if I switch all my pick-able items to contain the Usable, and just have a UnityEvent to call "PickUp" on the item, it's fine right? As in, the Usable is meant to be used for non conversation usable stuff too?
The next question (slightly related), is, I have my own Item class and Item DB containing the general item info. Currently the item's detailed effects are defined in a prefab for each item. I'm thinking of improving this in the future, so everything about the item is contained in the DB, modularly build the item's details with scriptable object parts.
Can the "Item" DB in the DS be linked to my item DB? I read around here about getting variables from c# in lua that this can be done.
So, should I use DS's ItemDB at all?
Great asset, btw. Excited to fully integrate them in my project. There'll be more questions to come
Cheers!