{"id":1491,"date":"2025-05-11T18:06:10","date_gmt":"2025-05-11T18:06:10","guid":{"rendered":"https:\/\/sites.wsagames.com\/et4g23\/?p=1491"},"modified":"2025-05-11T19:24:44","modified_gmt":"2025-05-11T19:24:44","slug":"skill-tree-pt-6","status":"publish","type":"post","link":"https:\/\/sites.wsagames.com\/et4g23\/2025\/05\/11\/skill-tree-pt-6\/","title":{"rendered":"Skill Tree &#8211; Pt 6"},"content":{"rendered":"\n<p class=\"has-text-align-center has-background wp-block-paragraph\" style=\"background-color:#dfdfdf\">Now that the skill tree was entirely functional, I began to implement some quality of life features to the Tree of Sorrow.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure data-wp-context=\"{&quot;imageId&quot;:&quot;6ac9230091d06&quot;}\" data-wp-interactive=\"core\/image\" data-wp-key=\"6ac9230091d06\" class=\"aligncenter size-full wp-lightbox-container\"><img fetchpriority=\"high\" decoding=\"async\" width=\"734\" height=\"132\" data-wp-class--hide=\"state.isContentHidden\" data-wp-class--show=\"state.isContentVisible\" data-wp-init=\"callbacks.setButtonStyles\" data-wp-on--click=\"actions.showLightbox\" data-wp-on--load=\"callbacks.setButtonStyles\" data-wp-on--pointerdown=\"actions.preloadImage\" data-wp-on--pointerenter=\"actions.preloadImageWithDelay\" data-wp-on--pointerleave=\"actions.cancelPreload\" data-wp-on-window--resize=\"callbacks.setButtonStyles\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-156.png\" alt=\"\" class=\"wp-image-1492\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-156.png 734w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-156-300x54.png 300w\" sizes=\"(max-width: 734px) 100vw, 734px\" \/><button\n\t\t\tclass=\"lightbox-trigger\"\n\t\t\ttype=\"button\"\n\t\t\taria-haspopup=\"dialog\"\n\t\t\tdata-wp-bind--aria-label=\"state.thisImage.triggerButtonAriaLabel\"\n\t\t\tdata-wp-init=\"callbacks.initTriggerButton\"\n\t\t\tdata-wp-on--click=\"actions.showLightbox\"\n\t\t\tdata-wp-style--right=\"state.thisImage.buttonRight\"\n\t\t\tdata-wp-style--top=\"state.thisImage.buttonTop\"\n\t\t>\n\t\t\t<svg xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"12\" height=\"12\" fill=\"none\" viewBox=\"0 0 12 12\">\n\t\t\t\t<path fill=\"#fff\" d=\"M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z\" \/>\n\t\t\t<\/svg>\n\t\t<\/button><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\">Firstly, I began developing a way to change the skill description and skill title text for when the player hovered over a skill with their cursor. I did this by using Unity&#8217;s <strong>Event Trigger<\/strong> component, which has a Pointer Enter and Pointer Exit event on UI Button elements. Therefore, I simply had to add this component and event on to the Skill Button prefab and then populate them with methods that would alter the skill description and title text depending on what button was being hovered over.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure data-wp-context=\"{&quot;imageId&quot;:&quot;6ac9230092155&quot;}\" data-wp-interactive=\"core\/image\" data-wp-key=\"6ac9230092155\" class=\"aligncenter size-full wp-lightbox-container\"><img decoding=\"async\" width=\"318\" height=\"459\" data-wp-class--hide=\"state.isContentHidden\" data-wp-class--show=\"state.isContentVisible\" data-wp-init=\"callbacks.setButtonStyles\" data-wp-on--click=\"actions.showLightbox\" data-wp-on--load=\"callbacks.setButtonStyles\" data-wp-on--pointerdown=\"actions.preloadImage\" data-wp-on--pointerenter=\"actions.preloadImageWithDelay\" data-wp-on--pointerleave=\"actions.cancelPreload\" data-wp-on-window--resize=\"callbacks.setButtonStyles\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-157.png\" alt=\"\" class=\"wp-image-1493\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-157.png 318w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-157-208x300.png 208w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-157-300x433.png 300w\" sizes=\"(max-width: 318px) 100vw, 318px\" \/><button\n\t\t\tclass=\"lightbox-trigger\"\n\t\t\ttype=\"button\"\n\t\t\taria-haspopup=\"dialog\"\n\t\t\tdata-wp-bind--aria-label=\"state.thisImage.triggerButtonAriaLabel\"\n\t\t\tdata-wp-init=\"callbacks.initTriggerButton\"\n\t\t\tdata-wp-on--click=\"actions.showLightbox\"\n\t\t\tdata-wp-style--right=\"state.thisImage.buttonRight\"\n\t\t\tdata-wp-style--top=\"state.thisImage.buttonTop\"\n\t\t>\n\t\t\t<svg xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"12\" height=\"12\" fill=\"none\" viewBox=\"0 0 12 12\">\n\t\t\t\t<path fill=\"#fff\" d=\"M2 0a2 2 0 0 0-2 2v2h1.5V2a.5.5 0 0 1 .5-.5h2V0H2Zm2 10.5H2a.5.5 0 0 1-.5-.5V8H0v2a2 2 0 0 0 2 2h2v-1.5ZM8 12v-1.5h2a.5.5 0 0 0 .5-.5V8H12v2a2 2 0 0 1-2 2H8Zm2-12a2 2 0 0 1 2 2v2h-1.5V2a.5.5 0 0 0-.5-.5H8V0h2Z\" \/>\n\t\t\t<\/svg>\n\t\t<\/button><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\">To create these methods, I created a new<em><strong> C# scrip<\/strong><\/em>t called <strong><em>SkillDescription <\/em><\/strong>and added it to the <strong><em>SkillsCanvas canvas gameobject<\/em><\/strong>. This script contained a reference to the skill description and title TMP_Text gameobjets and methods for changing their text. At this point, I simply had to populate the <strong><em>Pointer Exit <\/em><\/strong>and <strong><em>Pointer Ente<\/em><\/strong>r event with these methods for each skill button depending on what <em>SkillSO <\/em>they had in their <em><strong>SkillSlot<\/strong><\/em>.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" width=\"1024\" height=\"686\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-158-1024x686.png\" alt=\"\" class=\"wp-image-1494\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-158-1024x686.png 1024w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-158-300x201.png 300w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-158-768x515.png 768w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-158-850x569.png 850w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-158.png 1318w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Working prototype<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">At this point, all of the functionality of the Tree of Sorrow was complete, the only neccesary thing left to do was wait for the artwork to be complete. This is what it looked like at this point:<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe title=\"Lament Skill Tree - Working Prototype\" width=\"640\" height=\"360\" src=\"https:\/\/www.youtube.com\/embed\/zNG7nVbwP4o?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">In the console, you can see:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>What skills were being unlocked<\/li>\n\n\n\n<li>What their current level was<\/li>\n\n\n\n<li>The state of the skills being updated in the Dictionary&lt;&gt;<\/li>\n\n\n\n<li>How many Terra Shards were being spent<\/li>\n<\/ul>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\" \/>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"917\" height=\"306\" src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-172.png\" alt=\"\" class=\"wp-image-1545\" srcset=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-172.png 917w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-172-300x100.png 300w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-172-768x256.png 768w, https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/image-172-850x284.png 850w\" sizes=\"(max-width: 917px) 100vw, 917px\" \/><\/figure>\n\n\n\n<figure class=\"wp-block-video\"><video height=\"480\" style=\"aspect-ratio: 852 \/ 480;\" width=\"852\" controls src=\"https:\/\/sites.wsagames.com\/et4g23\/wp-content\/uploads\/sites\/27\/2025\/05\/Untitled-video-Made-with-Clipchamp-5-1.mp4\"><\/video><\/figure>\n","protected":false},"excerpt":{"rendered":"<p>Now that the skill tree was entirely functional, I began to implement some quality of life features to the Tree of Sorrow. Firstly, I began developing a way to change the skill description and skill title text for when the player hovered over a skill with their cursor. I did this by using Unity&#8217;s Event&#8230;<\/p>\n","protected":false},"author":28,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-1491","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.6 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Skill Tree - Pt 6 - E-Jay Tripoli (Year 2 Archive)<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/sites.wsagames.com\/et4g23\/2025\/05\/11\/skill-tree-pt-6\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Skill Tree - Pt 6 - E-Jay Tripoli (Year 2 Archive)\" \/>\n<meta property=\"og:description\" content=\"Now that the skill tree was entirely functional, I began to implement some quality of life features to the Tree of Sorrow. 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Firstly, I began developing a way to change the skill description and skill title text for when the player hovered over a skill with their cursor. 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