- Joined
- Feb 2, 2006
- Messages
- 1,589
I was looking for a fullscreen inventory or more generic UI system which updates the UI elements dynamically depending on the current camera view of the player.
I thought I've already seen a system like that in the past but couldn't find it. I don't want to use SharpCraft, only vJass.
As far as I've seen it in another system and read on Hive they use destructables with a z value for the icons and background images using the replaceable texture in the destructable, to be able to use the same model for every icon destructable.
Since there is no selection event for destructables you can either use a unit or trackables.
Now, if I want to create a system without trackables (since they cannot be moved around or deleted) which is shown depending on the current camera position I would use units for the selection which are invisible but can be selected and have the same size as the destructables.
I would use a model with billboarded texture like the silence effect which always is seen by the player no matter which camera perspective he has.
My goal is to provide more icons than the 12 + hero icons + inventory slots. Of course the shortcuts would not work but I still would have more icons for spells or other actions.
Is there any such system? Is it even possible the way I described it?
I guess the hardest part would be to calculate the X, Y and Z values depending on the camera position and view to map them to the 2D screen via some projection.
Of course I would have to create a destructable per icon but that's how the other fullscreen inventory system works, too.
I don't need trackables although it would have been cool to have a track event to offer a tooltip. I guess this is not possible. Even when you create many trackables in the beginning on the map (one per cell) it would not work with a dynamic UI system, I guess.
I thought I've already seen a system like that in the past but couldn't find it. I don't want to use SharpCraft, only vJass.
As far as I've seen it in another system and read on Hive they use destructables with a z value for the icons and background images using the replaceable texture in the destructable, to be able to use the same model for every icon destructable.
Since there is no selection event for destructables you can either use a unit or trackables.
Now, if I want to create a system without trackables (since they cannot be moved around or deleted) which is shown depending on the current camera position I would use units for the selection which are invisible but can be selected and have the same size as the destructables.
I would use a model with billboarded texture like the silence effect which always is seen by the player no matter which camera perspective he has.
My goal is to provide more icons than the 12 + hero icons + inventory slots. Of course the shortcuts would not work but I still would have more icons for spells or other actions.
Is there any such system? Is it even possible the way I described it?
I guess the hardest part would be to calculate the X, Y and Z values depending on the camera position and view to map them to the 2D screen via some projection.
Of course I would have to create a destructable per icon but that's how the other fullscreen inventory system works, too.
I don't need trackables although it would have been cool to have a track event to offer a tooltip. I guess this is not possible. Even when you create many trackables in the beginning on the map (one per cell) it would not work with a dynamic UI system, I guess.