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Messages - Twiitch

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1
NGUI 3 Support / Widget Tool needs dynamic font support
« on: October 28, 2013, 12:42:20 AM »
The Widget Tool won't let you add a button/label if you're using a dynamic font. You have to create a fake bitmap font and atlas and then manually change the label to dynamic later.

- Shane

-- UPDATE : I see this was added in 3.0.3f.  :)

2
NGUI 3 Support / Re: Font not fitting inside bounds
« on: March 14, 2013, 08:22:34 PM »
No problem at all.

3
NGUI 3 Support / Re: Font not fitting inside bounds
« on: March 14, 2013, 04:44:19 AM »
OK.

4
NGUI 3 Support / Re: Font not fitting inside bounds
« on: March 14, 2013, 02:49:04 AM »
I didn't realise there was a direct support email address, was just trying to help. Had I known, I would have just gone there from the start.

In any case, what the deleted post said was that the issue happens with the built in Fantasy Atlas and Font. Any idea why?


5
NGUI 3 Support / Font not fitting inside bounds
« on: March 12, 2013, 08:05:22 PM »
I've created a new atlas and font (using GlyphDesigner on Mac), however when NGUI renders the font it doesn't quite fit inside its bounds.

I've attached an image which I hope explains the issue. In this instance, I've created an anchor at top-right, and a label with it's origin also at the top-right.

Any idea why?

Cheers,
Shane


6
NGUI 3 Support / Re: Single event capture object
« on: January 24, 2013, 07:30:44 PM »
Ah, my bad! We've purchased the non-pro version, so I think we'll upgrade :)

I've just implemented the "UIButtonMessage" component and it works exactly as I wanted. Thanks! :)

Cheers,
Shane

7
NGUI 3 Support / Single event capture object
« on: January 24, 2013, 06:13:29 AM »
Hi,

I'm new to NGUI (pro), so hopefully this is a simple question to answer.

If I have a bunch of buttons hanging off a UIPanel, there appears to be only two ways of wiring up events to recognise the OnClick() event:

1. Manually wire up the event with a UIEventListener like this: UIEventListener.Get(myButton.gameObject).onClick += _onClick;
2. Create a separate MonoBehavior for each button with the OnClick method handled, explained here: http://www.tasharen.com/?page_id=160

Is there any way of providing a GameObject as a target for all events? So I could just point all buttons at my GameObject and attach something like a UIEventHandler behavior with a OnClick(GameObject go) ?

I'd like to know the best way to do this before getting too deep into our UI.

Cheers,
Shane

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