Hey guys! Been having a good few days jumping between various tasks for the game! I also managed to throw out my back trying to exercise! I still found myself prodding away at the game even when I had to work lying down with my chin on the ground so I must really like what I do hahaha!
Anyway, quite a bit of animation and drawing going on for the past couple of days!

Oh and I finally managed to get some of Unity's UI stuff to do as it's told!

I'm not sure if it'll help anyone but here's a bit about how I'm handling button selections in Unity:
using UnityEngine.EventSystems;
public class ButtonScript : MonoBehaviour, ISelectHandler, IDeselectHandler {
public void OnSelect (BaseEventData eventData) {
// Whatever you want the button to do when it's selected!
}
public void OnDeselect (BaseEventData eventData) {
// Whatever you want the button to do when it's DEselected!
}
}
The first script just shows how I manage my button transitions and animations. Unity's built-in transitions do this weird thing where they sometimes forget to update when selected.
using UnityEngine.EventSystems;
public class ButtonScript : MonoBehaviour {
void OnEnable () {
if (EventSystem.current.currentSelectedGameObject != this.gameObject) {
EventSystem.current.SetSelectedGameObject (this.gameObject);
}
}
}
This second one basically sets any button that's holding it as the current selected game object for the current event system. This solves a huge headache where Unity's event system kept confusing which buttons to prioritise, sometimes prioritising the last selected option (say button 4) when I should have done it with the first.
Anyway, that's most of what I have to share today! Thank you for reading!
