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Messages - Dark Acre Jack

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NGUI 3 Support / Re: Multi-object editing
« on: January 07, 2014, 04:49:27 PM »
Bump.

Is there any quick fix for this? I'm pretty shaky on Editor modifying. I have dozens of Tween Alpha objects that need to get a lot of standard values and testing with mass-changes.

Cheers, keep up the great work.

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NGUI 3 Support / Re: Unicode character error when concatenating
« on: September 27, 2013, 07:14:15 PM »
Okay, looks like I'd have to go to something other than Monodevelop to do signature management so for me it'll be less of a pain to just set up custom standalone labels for the degrees stuff.

Thanks for the quick response, Aren. Cheers.

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NGUI 3 Support / Unicode character error when concatenating
« on: September 27, 2013, 06:55:42 PM »
Hello! First of all, excellent job with NGUI, don't know what I'd do without it. Keep up the great work.

My issue is this: when using the "degree" symbol, °, in a static label there's no trouble. But when I try using it to concatenate dynamically, I get this error:



To be clear: it works when setting up the label (manually typing the string in) as well as setting as a straight string, i.e. labelAngle.text = "0° H | 0° V";

Is this a known issue? I've tried with Encoding ticked/unticked, too, same story.

Cheers & thanks for any help with this matter.

P.S. I also know that a workaround would be setting up static labels for the "° H" and "° V" bits & that's fine but if there's a solution to having a single dynamic string I'm all ears :)

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Pushing it in front blocks other colliders I have in my setup. It's just weird, I've probably got something not assigned correctly. It works fine with the "miles high" collider on it, that'll have to do for this project (time is limited) & then maybe once I'm done I can take a good look at it & put together a clear tutorial to show how to make it work correctly for my use case.

Thanks!

5
Hey Nicki thanks for taking the time to reply.

So, not 100% sure what's happening.

Is "ScrollView" just an empty empty GO? No scripts, nothing?

I've got it set up like that:

-ScrollCollider (GO with JUST a box collider covering the visible scroll area, tagged with my NGUI layer)
--ScrollPanel (UIPanel + UIDraggable Panel)
---Content (UILabel + UIDrag Panel Contents)

With this setup now I get no interactivity from dragging/mousewheeling. My scroll bar still works though. Hm.  :-\

Any other insight? Thanks again.

6
NGUI 3 Support / Avoiding miles-high box collider on UIDrag Panel Contents
« on: February 10, 2013, 07:49:28 AM »
Finally got wise & moved away from TextList & implemented panel clipping with UIDragPanelContents & UIDraggable Panel.

My use case: logging NPC dialog into a UILabel with UIDragPanelContents on it, that the player can go & look at from a menu, scrolling back to see all the text that's been read to them.

I'm not sure if I'm implementing this correctly, but it seems that in order for the text to scroll properly with mousewheel + mouse click n' drag, there needs to be a box collider on the UILabel that is as long/high as the eventual label will be.

Is this correct? If so, is having a say 4000 unit high box collider any cause for concern?

I have a feeling I'm missing something basic here, it just feels kludgy to have to do it this way, even if it does work.

P.S. I have the new Scroll Bar widget implemented just fine, it's just also nice for mouse users to be able to flick/scroll around in there too.

Cheers!  8)

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NGUI 3 Support / Using TweenColor.Begin with Loop/PingPong
« on: February 08, 2013, 04:40:16 AM »
Hello! Is there any way to use TweenColor.Begin and have it loop/pingpong rather than just do a linear change?

To be clear I'm asking about using the static call, I know it's possible by attaching the script component to the target gameObject but I'd like to avoid that if possible.

Cheers!  8)

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NGUI 3 Support / Re: v2.2 Atlas Editor Problem
« on: September 18, 2012, 01:29:19 PM »
Thanks for so quickly addressing this issue!

I've overwritten the UIAtlasInspector.cs with the hotfix and while it works when adding a new widget, it's no longer "live-updating", i.e. if I assign the borders, make the widget, then go back into the atlas and edit the borders nothing happens to the already created widget. It was live-updating in 2.1.6, and this was a great feature.

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