Initial menu system by claude
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instructions.txt
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55
instructions.txt
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Currently, my demo game includes a hotkey system. You will use the
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existing hotkey system as inspiration to build a menu system.
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In my lua code, I can create a class such as "sphere." Then
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I can create an instance of that class and make it appear in
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the world.
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I can also define a lua function "sphere.lookhotkeys" which adds
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hotkeys to objects of class sphere. When I aim the crosshairs
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at a sphere, a widget WB_Hotkeys appears, and it shows me the
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hotkeys for spheres.
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I can then press one of those hotkeys. The WB_Hotkeys widget
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handles the key event, displaying visual feedback, and it
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also invokes a lua function which eventually leads to the
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proper hotkey action being taken in lua.
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I want you to study this mechanism, learning exactly how this
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process works. Then, I want you to implement a menu system
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that operates on exactly the same principles.
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Currently, my demo game contains a sphere and a cube which
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both have hotkeys. I want you to reprogram the cube
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so that it has a menu instead of hotkeys.
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The menu system will require me to write a lua function
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such as cube.lookmenu, which generates the contents of the
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menu. When I point the crosshairs at a cube, the menu
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widget WB_Menu will appear in minimized form. In minimized
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form, the WB_Menu widget will just look like a little
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circle or something. This is just enough of a clue to
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the user that a menu is there to be activated.
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When the user clicks the left mouse button, WB_Menu will
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switch to active form: it will display the menu and put
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the mouse pointer on the first menu item. I can then
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drag the mouse and select a menu item, or I can drag off
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the menu to choose nothing. When I release the mouse
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button, if the mouse is over a menu item, there's some
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visual feedback, and the appropriate lua closure is
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invoked. Then, the menu goes back to minimized state.
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You must implement all of this using a combination of lua
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and blueprint-language. No C++. You can use the UE
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Wingman plugin to edit blueprints.
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Along the way, it is possible that the UE Wingman plugin may
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fail - it's still in beta. If so, please pause, notify me,
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and you and I will work together to get things up and
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running again.
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