How do you tell a frame element what data it should contain? For example: If I add a label to the InfoPaneUnit layout, how do I make the label show the text I want it to show? Specifically, I'd like to have the InfoPaneUnit layout show labels displaying my unit's custom attributes that are handled using galaxy code.
The problem is that when you have the dialogs become visible/invisible when the correct unit is selected, it has visible lag. For example: I select my hero and the XP bar shows up. I select a hostile mob and the XP bar dissappears. You can see the XP bar linger before it disappears. I used the select/deselect events to do it. Doing it using the frame layout would be instant, but I guess this is the best that can be done with the editor.
Would be nice if we could... but I haven't seen any referencing values inside the default Layout files. so currently I'm assuming that we can't unless we get information that says otherwise and how.
You can ofcourse reposition stuff from the UnitInfo Panel, InfoPaneHero and such to other locations on the screen. As far as I know the UI updates are hardcoded to specific locations and not handled by the XML setup, but I could be wrong ofcourse.
Example: you can display up to 5 Attribute values, by repositioning the Attribute elements from the InfoPaneHero. These Attributes are set by creating an Attribute behavior and applying it to the units. So you could use these as dummies and update the stackcount of these behaviors as needed.
How do you tell a frame element what data it should contain? For example: If I add a label to the InfoPaneUnit layout, how do I make the label show the text I want it to show? Specifically, I'd like to have the InfoPaneUnit layout show labels displaying my unit's custom attributes that are handled using galaxy code.
@barakatx2: Go
afaik you can't display trigger values in UI frames.
What you can do trigger/galaxy-wise is use a dialog, hide it's background, add a label to it and update that label whenever the value changes.
@Helral: Go
The problem is that when you have the dialogs become visible/invisible when the correct unit is selected, it has visible lag. For example: I select my hero and the XP bar shows up. I select a hostile mob and the XP bar dissappears. You can see the XP bar linger before it disappears. I used the select/deselect events to do it. Doing it using the frame layout would be instant, but I guess this is the best that can be done with the editor.
Can you display values from the data editor?
Would be nice if we could... but I haven't seen any referencing values inside the default Layout files. so currently I'm assuming that we can't unless we get information that says otherwise and how.
You can ofcourse reposition stuff from the UnitInfo Panel, InfoPaneHero and such to other locations on the screen. As far as I know the UI updates are hardcoded to specific locations and not handled by the XML setup, but I could be wrong ofcourse.
Example: you can display up to 5 Attribute values, by repositioning the Attribute elements from the InfoPaneHero. These Attributes are set by creating an Attribute behavior and applying it to the units. So you could use these as dummies and update the stackcount of these behaviors as needed.