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However, I'm getting an error when I try to edit an object that I've already added some input fields to (using data from the tool). I can move them around using the arrows on the controller, but if I try to type in the position field (which worked when initially creating one) I get this strange error and the object disappears:
Error converting Lua Table entry position to Type UNityEngine.Vector3 on Class LuaUIInputState. Value = MoonSharp.Interpreter.Table. (Error converting Table to Vector, (x,y,z or 1,2,3))<2>
Any thoughts?
function onLoad(save_state)
local data = {
click_function = "setupLeft", function_owner = self,
label = "Choose\nLeft", tooltip = "Choose Bad player",
position = {0.6, -0.3, 2.5}, rotation = {0, 0, 180}, scale = {0.2, 0.2, 0.4},
width = 2600, height = 1600, font_size = 700,
}
self.createButton(data)
data = {
click_function = "setupRight", function_owner = self,
label = "Choose\nRight", tooltip = "Choose Good player",
position = {-0.6, -0.3, 2.5}, rotation = {0, 0, 180}, scale = {0.2, 0.2, 0.4},
width = 2600, height = 1600, font_size = 700
}
self.createButton(data)
end
And yes, I know how to properly save/load your own copy of a table. I've successfully installed scripts to auto-shuffle decks of cards so I at least know that much. But I am very very green with this stuff. Like, if LUA was a spoken language, I'm at the "Hello my name is..." stage of learning.
Used in Time Barons
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1505924807
It would be super awesome, especially for on-screen UI (though it would easily be able to move that XML from on-screen UI to obect UI)
1. I'm loading my tile (Character sheet);
2. Creating input box in the location I need and clicking "export data" or "export all"
3. ctrl+c text written on the note;
4. loading custom table and then adding my char sheet to it;
5. in scripts ( right click + edit scripts) I'm adding created script. ''Save and Play''
6. Nothing happens. I tried to save this table and add script, but with same result.
couple of questions then...
What am I doing wrong?
what is "Tooltip"and "Value"
I still adore the tool, but the worst part about it imo is having to go over the really long lines to add the line returns after each comma manually, so saving that time would really make this tool truly lightning fast at implementing buttons
Ideally we could choose between cards and notebook pages for exports. Some ppl will prefer text in 1 line or might want to keep their notebook clean
im tempted but scared to click export all
I'll take this moment to reiterate that this is one of the best mods on TTS. I use it so often!
It's a tool that helps you create buttons for scripting without having to do it in the code and switching back and forth between your code. It's very handy to placing and prettifying buttons
But what does it do?
Also, if you're editing an object that already has buttons it still adds one, which i don't think it should do, especially since you can't remove a button from the list. Using the tool simply to edit existing buttons is a very valid use of the tool.
For the copy/paste buttons, "data" made me think of the data of all the buttons. I think "values" would be a bit more clear, personally. As for tooltips something like "copy all the values of for this button" and "Paste in all values copied from another button"
Also found a couple other (important this time) problem: The text on the buttons and tooltips that gets printed in the exported notecards don't include quotation marks to make the text strings. Also, i think notecards have a character limit, and the colors/font_colors print with huge decimal values. These huge values tend to hit the notecard character limit, thus cutting out the tooltip strings short decently often. I don't think we need that many decimals for colors...
Not entirely sure how I can make copy and paste data clearer - it copy and pastes the button data.
Scripting shortcuts aren't supported yet as far as I know - you can script the num button checks but not other buttons yet - hopefully they can allow for that in the future.
Also, I wish we could have a scripting shortcut so that we can cycle between each of the inputs. I'm not sure if that's possible, but if it is id totally put one shortcut to Tab so that i can cycle between them, coz I just have that reflex when editing lots of inputs like this.
Inputs are now working. Much finer control over Values is there. And other minor improvements for editing.
One thing you might be able to do for the 5.99999999 problem is cut it off at a certain number of decimals, instead of rounding to the increment unit. So you'd always cut off the number after 5 or 6 decimals (coz who needs smaller precision than that anyway?). I'd expect that to be part of Lua's math class
The way it works right now means you kind of HAVE to do smaller increments last, whereas if we did it the way I suggest, you could do smaller increments first and then bigger ones. Or not ! You'd have the choice!
If you did add those specific increment numbers, I think it would be good to re-organize and give a bit more room to the visualizer. Maybe make it larger, have 4 columns (1 for: position, rotation, scale, button stuff), each with their own increment above or below. I also wouldn't mind if the x/y/z labels were color coded.
The increment amounts should stil have the same range they have now, but maybe they could default to 1s for positon, 10s for rotation, 0.1s for scale, and 100s for button stuff. At least that's my suggestion
Just one question...
Why using floating buttons on the Tool?
I do believe that 0.14 shod be quite a good value for the height (y).