I want to make it that the action buttons are disabled after the player is out of points, but because we make the buttons when the scene is instantiated, I am not sure how to do that.
In ActionButtonUI, get a reference to the Unit, and then in the UpdateSelectedVisual, test to see if there are enough action points available for that action. If there aren’t, set the button’s enabled to false.
This worked. I also added
private void UnitActionSystem_OnActionStarted in
UnitActionSystemUI so that it would update after using it and not only when a button is clicked again.
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