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Messages - Mickman

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1
Misc Archive / $ I require an NGUI Carousel style Menu
« on: July 28, 2014, 06:15:39 PM »
Hi,

I require an NGUI 3D Carosel style menu system.   

The user can use finger swipe action to browse several main buttons on the Main Ring.   The ring rotates so the user can see each button on the ring as it rotates around..  so they can still see all buttons even buttons in the background as the ring rotates.   Imagine a 3D ring that simply spins.. The perspective is slightly above front view so you can see the entire ring, not only the front. 
 Note:  a video of the actual ring menu style in action will be provided to help with pre-visualisation. 

 Hope to hear from any interested parties.

 

2
NGUI 3 Support / Re: How to make scene loading animation??
« on: July 15, 2014, 05:27:15 PM »
I am also interested in this topic.. hope someone can provide a good example that utilises NGUI.  In the mean time here's how to do it in Unity3D 

The simple way:

Create a scene that will be your loading screen, do what you want to do with this scene (an animation or whatever you want). Don't forget to make this small to load.

Create an object with a script and in the Update function of this script just put these lines:

if(Application.GetStreamProgressForLevel("levelName") ==1){
    Application.LoadLevel("levelName");
}
Make sure that you put these scenes in order when publishing:

LoadScreen
Leve1
LoadScreen
Level2
...

The Application.GetStreamProgressForLevel() function return a float number between 0 and 1, you can use this to make a progress bar too.

---------
If you have Unity Pro  you should use  " Application.LoadLevelAsync " 
Loads the level asynchronously in the background.

Unity will completely load all assets and all objects in the scene in a background loading thread. This allows you to load new levels while still playing the current one, show a progress bar or create a completely streaming world where you constantly load and unload different parts of the world based on the player position, without any hiccups in game play.

http://docs.unity3d.com/ScriptReference/Application.LoadLevelAsync.html


3
so you're basically saying don't use Unity Pro & NGUI for such an interface... ?   if not, what would you recommend ?

I need to get the name of each video in a folder  & set each label name in an NGUI menu.

I would like to use a special font to display each menu item's name.
The interface should reflect the style of the company, not simply utilising windows media player or equivalent.
 
 Perhaps Unity Pro is simply not the choice for playing video content..

Anyways.. here's a simple example of an NGUI menu

so     
         Menu One
                 -  Phil_samplevideo
                 -  Jimmy_samplvideo
                 -  karen_samplevideo

         Menu Two
                 -  Susan_samplevideo
                 -  Kim_samplvideo
                 -  karen_samplevideo

      Menu Three
                 -  Paul_samplevideo
                 -  Harry_samplvideo
                 -  Lisa_samplevideo


                 

4
Hi,

  Q.  How do I populate a drop down list to update the menu items labels to reflect the names of video files in an external folder ?    

    Overview:  I'm working at a skydiving centre -  customers who have just landed are able to view a short clip of their jump.. a sample clip that's in MP4 format. normally we screen each clip on a big screen & all clips in the folder simply keep looping... but

 I'm trying to develop a touch screen interface where customers choose & play their particular video & it's then displayed before them on the BigScreen.

 NGUI - I'd like to have a simple interface that displays drop down menus of each flight that contain each customers name - linking to their video. 
            * When a new video is created a new menu button with a label displaying customer name should appear within the menu.
            * If a video is deleted from the folder, the interface should update & delete the menu button accordingly.
 

The videos themselves reside in a folder on our network: videos are not all in one folder but sub folders within the video folder
     eg. skydive_videos/susan_k/video/susan_k_sample.mp4

note: we often have 15- 20 flights per day..  8 people per flight.. that's a lot of jumps & a lot of videos  :)

p.s - Hope there's enough info here to get things rolling...   
 
Best,
       Michael

 

5
NGUI 3 Support / HowTo - Unity Gui text to NGui ??
« on: August 02, 2013, 01:19:11 PM »
I'm trying to understand how to convert Unity Gui text & buttons etc...  over to a NGui Panel ?

eg.  I've created a font atlas & pulled in my images from photoshop etc.. I've even created several menus already from scratch.. but how about if my game already has some text that is already displayed on screen & I'd like to project  that basic Unity gui text  into  NGui with my cool looking atlas font...

Maybe someone can point me to a tutorial or thread where this has probably already been discussed...

6
thx so much for the snippet of magic

public float myValue = Mathf.Lerp(0, 100, slider.sliderValue); 

I'm not sure about  "  slider.sliderValue);  "

Is this supposed to be the name I gave to the script I created that changes the values ?

If so ...   I called it  SliderValueChange.cs

  1. public class SliderValueChange : MonoBehaviour {
  2.        
  3.         public UISlider progBar;
  4.         public Inventory sphereItem;
  5.         public float curValue;
  6.                        
  7.         void Update () {
  8.                 OnSliderChange();
  9.         }
  10.        
  11.         void OnSliderChange(){
  12.        
  13.         progBar.sliderValue = curValue;
  14.         curValue = Inventory.score;
  15.         }
  16. }
  17.  
  18.  
  19.  

not sure where to fit the given code...   ??
 

7
NGUI 3 Support / Change UISlider value from 1f to 100 (int) ?
« on: April 18, 2013, 06:08:24 AM »
Hi,

  How to change ProgressBar Value to int 100  ?  ( current max = 1.0f )   

 
   

           


8
Cheers.. I'll give it a crack   :)

9
 Range Distance  is a variable on the camera.  (directly under Thresholds )

So I notice if I set it to under 2 the button will not trigger in the scene when I hit play.. but over 2 is fine.  Then I build to X-code and run the game but the button's still inconsistent when tapped.

I adjust the Touch threshold but nothing changes.   

10
NGUI 3 Support / infrequent button actions in scenes [ Sorted ]
« on: March 21, 2013, 04:53:12 AM »
Hi,

All my buttons on my main menu work great on my iPad2 game but .... When I goto scene2  I have to tap the return button maybe 5 -10 times to get a reaction.

Range Distance vs Threshold.. what's the difference ?   
Note: the button in scene 2 is a HUD style button.     

Mick

11
Hi,

All of a sudden I have lost all of my labels on my interface ?   

I also notice many of my ADD TO buttons are no longer working .
   Label, input, pop-up menu & pop-up list are all greyed out. 

All other Widget creation "add to " buttons are still green.....   what's gone wrong ?? 

note: I tired re-loading the Atlas and font files but still it does not work.

Remedy:  I solved this by  going into the FONT MAKER tab and crating another font.. i used the same font files. Then I simply selected the new font in the Widget tool area. 


12
NGUI 3 Support / Re: iPad 1024 x 768 BG preview in unity
« on: March 18, 2013, 05:05:30 AM »
OK got it operating ... I was pulling the background onto the Panel  (not the UI Root )  Now looks as expected

THx  :D

13
NGUI 3 Support / iPad 1024 x 768 BG preview in unity [SOLVED]
« on: March 17, 2013, 02:03:29 PM »
Hi,

I'm wondering.... why is it when I pull a background image (1024x768)  in my Atlas onto the scene suddenly looks huge ?

I hit play to run my scene and yet the background image is huge.   I can of course scale the image till it fits accordingly but I am under the impression this should not be required.. since I created it to be the correct dimensions in Photoshop. 

It was exported from P-shop as 1024x768  & I view the image in the inspector it shows as 1024x768. 

So I am wondering should it not align perfectly when I add it to my scene.. 
note: the game view is set to  iPad Wide (1024x768)  & it is set to center...   so it should sit  perfectly in place

 yes ??

14
NGUI 3 Support / Re: A simple Count down timer ?
« on: March 16, 2013, 08:37:17 AM »
HA--HAA !!!!  IT'S ALIVE !!!   ;D

Thanks so much that was the culprit... I'd forgotten to drag the counter onto the "myLabel" variable in the inspector.

 Ok.. that helps so much.. something so incredibly small yet incredibly important to get up and moving.

 I really appreciate the quick reply... I was starting to dwell on my code. 

 Mick

15
NGUI 3 Support / Re: A simple Count down timer ?
« on: March 16, 2013, 03:08:17 AM »
So I get no errors but the label is not counting down...   
There are no numbers populating the label area..
                          ( Are there any numeric NGUI examples... ?? )

Well here's my code so far.... 


  1. using UnityEngine;
  2. using System.Collections;
  3.  
  4. public class CountDown : MonoBehaviour {
  5.  
  6.  
  7. public UILabel myLabel;
  8.        
  9. public float myTimer = 20.0f;
  10.  
  11. void Update () {       
  12.                 if(myTimer>0) {
  13.     myTimer -= Time.deltaTime;
  14.         int minutes = Mathf.FloorToInt(myTimer / 60F);
  15.     int seconds = Mathf.FloorToInt(myTimer - minutes * 60);
  16.  
  17.     string niceTime = string.Format("{0:0}:{1:00}", minutes, seconds);
  18.  
  19.     myLabel.text= niceTime;
  20.     //Application.LoadLevel(1);
  21.         }      
  22.        
  23.   }
  24. }
  25.  

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