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Messages - SirGive

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NGUI 3 Support / Re: Reset tween on enable?
« on: July 14, 2013, 11:10:00 PM »
Ahh I guess I should have poked around in the methods first.

So apparently the tween needs to be .Reset()

Are there any GUI ways to do this?

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NGUI 3 Support / Reset tween on enable?
« on: July 14, 2013, 10:34:13 PM »
So I had a scale tween on an object that works the first time it is enabled. Subsequent times that said object is enabled, the tween no longer works. I have also resorted to re-enabling the tween through code, but still no luck in restarting the tween. Here is a very basic example:



Did I miss something super simple?

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Other Packages / Re: NGUI: HUD Text
« on: February 14, 2013, 09:32:07 PM »
Awesome! Very much appreciate the support.

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Other Packages / Re: NGUI: HUD Text
« on: February 14, 2013, 09:16:44 PM »
I've got NGUI 2.3.3 and HUD Text 1.6

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Other Packages / Re: NGUI: HUD Text
« on: February 14, 2013, 07:01:31 PM »
Hey Aren,

I just bought your package today. Its great! Only thing I wanted to make sure you were aware of was that it appears to not fade out the shadow on the text (if enabled), so it fades to black and then disappears. Unless for some reason my Unity downloaded the wrong version, then never mind! I've attached a reference screenie. The alpha on the actual text is 0, but the shadow is still full at 255. Not something I personally have a problem fixing. :)

*Saved as .gif cause it was apparently too big - don't mind the artifact.

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NGUI 3 Support / Re: Sticky for Programmatic control of NGUI?
« on: May 03, 2012, 09:20:19 AM »
That is true. I'm just having some difficulty finding resources with examples of some complex UI systems contained in a one script manager type deal. Any good examples around?

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NGUI 3 Support / Sticky for Programmatic control of NGUI?
« on: May 03, 2012, 09:03:39 AM »
Could there be a sticky that points to other threads that involve controlling the majority of GUI setup and/or handling events through scripts? (Examples/tutorials involving this would be awesome, too!)

1.Great example of how to catch events.

2.Instantiating prefabs.

3.container spawning labels (looks interesting).

And I have seen the FAQ, and dragging many scripts onto an object is nice for some. But I'm really interested how to (easily) create a manager and link quite a few elements into the script. I'm also hoping there is a way to add events to the objects (i.e. tween) and set those up in code as well (and avoid just attaching the script to the object).

From the few examples I've seen (I've only been looking since yesterday), it appears the general way to add custom stuff is to write a script per element. I'm trying to avoid that.

I haven't seen much dealing with this other than the inventory example. I'm currently evaluating the free version, however. So I don't know the extent of that one.

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