The first picture have Loadout Wheel and Skill slot below(next to HP) in UI layer. I use color to as skill image.
When player open the quick wheel, player can choose his skill (color for now) loudout that he create in skill loadout menu. When the player choose the wheel he wants, the chosen slot will appear in the skill slot below.
Example : player choose second loadout and the skill slot color was saved to the skill slot below.
This is the Skill Loadout menu. This is layer âmenuâ. This is where player can create or change wheel loadout in UI layer. Player can change the slot content/image by clicking at it (increase animation by number). When saved, the exact order of this âmenuâ loadout will be place to UI layer loadout.
Looks like youâre making progress on that wheel
Canât you use the same external layout for âskill loadoutâ and âloadout wheelâ? I say this because you say you need to âsync animation of bothâ.
I think you can use object variables for each slot, or you can use scene/global structure variables for the whole menu, like:
Loadout.1.SlotNumber.1.ID
Loadout.3.SlotNumber.4.AnimNumber
etc.
Itâs explained here: Variables [GDevelop wiki]
This is a simplified version. I still need your help as i think there might me a better way for the algorithm that i make. If all slot have scene variable(to share same childvar), and i need at least 12 slot, that its gonna really buggy soon cuz of 12 scene variables,(huge mess).
It wonât be a mess if you learn how to use dynamic access to structure variables, because you will be using variables to call the structure.
Instead of:
Loadout.3.SlotNumber.4.AnimNumber.2
You could have something like:
Loadout[slot.Variable(loadoutnumber)].SlotNumber[slot.Variable(slotnumber)].AnimNumber[slot.Variable(animnumber)]
If youâre lucky, youâll only need one event for all slots.
Read the end of the wiki, the part about âdynamic accessâ.