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Question by harpoaian · Apr 15 at 12:46 AM · uiunity 2d

Linking transformations using UI toolkit Buttons

Good Evening guys! So I am working on my metroidvania and one of the main mechanics in my game is the player being able to transform into various different forms (10 to be exact) so eventually I plan on implementing a menu for the 10 different forms and the player will be able to assign 3 of the 10 forms to the ui buttons (example below)alt text

As you can see in the lower left hand corner I have the Wolf, Bear, and Panther (these are the only forms I have coded so far so I am just attempting to test them) so I have many questions and I am struggling on figuring out where to start. I have got the buttons working on click no problem. My questions are as follows Is it possible to assign a texture to a button via code? If so can I link a bool from my PlayerStateMachine Script to said texture (example: The panther texture on the panther button I want linked to my inPantherForm bool and when the button is clicked the player will go into panther form) Is there another way to do this? Am I overthinking things?

Here is a simplified breakdown from my devmap document

  • Implement placement of transformation buttons

  • Implement a base material that will change depending on what spirit form is assigned. Make textures for each spirit form 10 in total

  • Add functionality to buttons to change the player into corresponding spirit forms When the button is clicked again the player will go back to base form

  • Implement functionality for assigning the various spirit forms to the buttons from a menu (havent made yet) . Think Megaman X4

Here is my code for my TransformUIController

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UIElements;
 
 public class TransformUIControl : MonoBehaviour
 {
 
     public Button TransformButton1;
     public Button TransformButton2;
     public Button TransformButton3;
 
     public GameObject player;
 
     Player thePlayer;
 
     PlayerStateMachine players;
 
 
 
     // Start is called before the first frame update
     void Start()
     {
         var root = GetComponent<UIDocument>().rootVisualElement;
 
         TransformButton1 = root.Q<Button>("TransformButton1");
         TransformButton2 = root.Q<Button>("TransformButton2");
         TransformButton3 = root.Q<Button>("TransformButton3");
 
         thePlayer = player.GetComponent<Player>();
 
         players = player.GetComponent<PlayerStateMachine>();
 
         TransformButton1.clicked += TransformButton1Pressed;
         TransformButton2.clicked += TransformButton2Pressed;
         TransformButton3.clicked += TransformButton3Pressed;
     }
     void TransformButton1Pressed()
     {
         Debug.Log("Transform 1 has been pressed");
     }
 
     void TransformButton2Pressed()
     {
         Debug.Log("Transform 2 has been pressed");
     }
 
     void TransformButton3Pressed()
     {
         Debug.Log("Transform 3 has been pressed");
     }
     // Update is called once per frame
     void Update()
     {
         
     }
 }


I do hope I explained things properly I had a really hard figuring out how to word the question if there is any confusion or needing more clarification let me know!

Kindly,

Harpoaian

ui-example.png (20.8 kB)
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