![]() Finally, configure the right switch to open the right door.in the Inspector - this will prompt you to choose the actor that this switch is connected to. Notice that you now have full control over what behaviors are attached to this particular switch.Ĭlick on Door Actor. Click the Customize check box in the Inspector. Then, click the Inspector tab on the right. Left-click the left switch (there are two switches total). You’ll need to tweak the approach to fit your game's needs.ĭownload the Customizing Actors project. Note: As always, these explanations are for learning purposes. Through Actor Customization, we can customize each instance of a switch, so each one will open up a particular door when pressed. (The switch should also visually change to a pressed-down state) ![]() In a gist, we'll create a “Switch” behavior that, given a “Door” actor, will tell that Door actor to open up when our Hero steps (collides) on the switch. How can we use Actor Customization to make this work? Stepping on a switch causes a particular door to open. You're inside a dungeon, and you come across a room with several switches. Suppose that you're playing an adventure game like Zelda. I’ll explain how to do this through a common example: pressing switches. Is there a way to enter values into these fields for Actors? There is! Once you customize an actor, those Actor attribute fields can now let you pick out specific Actors and Regions within a scene. In other words, there's no context for referring to things in specific scenes. This is why, when you attach a Behavior to an Actor, and that behavior has an Actor attribute, you see this.īecause an Actor’s behaviors are generic, they have no connections to specific scenes. Recall that an Actor’s behaviors can’t directly refer to specific objects within a scene. You can refer to specific Actors and Regions within a scene. We could increase the “Minimum Speed” field for the "Wander" Behavior that's already attached to this actor. Suppose that we want a particular Actor to walk really quickly. You can also remove a Behavior (for this Actor instance) from the Inspector by clicking the X button.
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