Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - primus88

Pages: [1] 2 3 4
1
NGUI 3 Support / Re: How to center on an item in a scroll list
« on: July 08, 2014, 01:37:54 PM »
No, it's not that. I already have this script attached.

Ok, let me put it another way. You know the UIToggledObjects ? Well i use that in order to have a label shown when i click on the tab.
It works very nice, but what I want is that when I open this dragable list, to have already the latest label shown, instead of always having the first one, no matter how many newer labels I have.

2
NGUI 3 Support / Re: How to center on an item in a scroll list
« on: July 08, 2014, 04:28:03 AM »
Anyone, please?

3
NGUI 3 Support / How to center on an item in a scroll list
« on: June 10, 2014, 02:48:58 PM »
Hello,

I have something like a journal implemented in my game.
This journal is in fact a list of topics on one side included in a scrolling list. It works ok as if i click a topic, on the right side the respective detailed journal entry appears.
What I need extra is that if for example I unlock a new journal entry (topic), when I open the list of topics, on the right side I already have the latest unlocked journal entry.

Right now, no matter how many topics I unlock, when I open the scrolling list, only the first one is opened by default.

Thanks

4
NGUI 3 Support / Re: Problem with UIDraggablePanel
« on: March 17, 2014, 01:21:10 PM »
I understand, but from the info until now, there is nothing to do next?

5
NGUI 3 Support / Re: Problem with UIDraggablePanel
« on: March 16, 2014, 02:40:26 PM »
Default tab, is just another element from the grid.
The labels exist in editor, but they are activated / deactivated (NGUITools.SetActive) based on the saved information that the respective journal entry was unlocked or not.
So when the game starts, there will be only the Default Tab, as it is the basic journal entry.

When I select each, I see about the same thing as in the picture I gave, only that it's highlighted. This is in edit mode, as in play mode i don't see anything when it is disabled.
I made a detailed video on how it behaves. On the left is in the editor and on the right it's in the actual play mode.

https://www.youtube.com/watch?v=WSB3mGAYON4&feature=youtu.be

6
NGUI 3 Support / Re: Problem with UIDraggablePanel
« on: March 16, 2014, 03:18:52 AM »
NO it isn't.
Also it is a Scroll Bar (does this matter?)

They are organised like this:


7
NGUI 3 Support / Problem with UIDraggablePanel
« on: March 15, 2014, 07:09:33 PM »
Hello.

I implemented a UIDraggablePanel in my GUI, but it does not behave correctly.



1. First thing to notice in the attached gif, is that the first label is not at the top of the panel, but at the middle.
2. then when i scroll, if I move the mouse pointer over the bottom label, the label just springs up to the top.
3. finally, when attempting again to drag, the window of the draggable panel shows all the labels in the correct position and they behave as intended.

How can I fix these issues and/or what should I check to see if I did wrong?

Thank you in advance,
Primus

8
NGUI 3 Support / Why GUI sounds can't be heared?
« on: December 29, 2013, 07:17:12 AM »
Hi guys,

I have a listener on the main camera in my game.
Also, I made sure to deactivate the listener on NGUI camera.

The problem is that there are no GUI sounds playing.

I have about the same setup in another scene and works. The difference is that, in the first scene the camera is not from the beginning in the scene but it is spawned after about 1 second.
Could that be the reason? Is NGUI like checking for the audio listener in the beginning, he doesn't find it (because it is not yet spawned) and does not reproduce anymore GUI sounds?

If this is indeed the problem, how can I get around it? Because I must have the listener spawn after 1s.. can't do it sooner due to different constraints.

Thanks

9
That is why I love your product. You are a man that aims for the fastest and most efficient solutions :)

10
Hello guys,

I like the the default font used in the fantasy atlas.
How can I obtain the normal .ttf font to use it outside the NGUI?

Thank you!

11
NGUI 3 Support / Re: Label is not drawing
« on: September 08, 2013, 03:57:18 PM »
Yes, the label normally works fine. I found the problem.

I have the same script which I put it on 15 prefabs, which I spawn when I enter the scene and 5 objects already in game.
If I leave the script on any of the 5 objects already in game, it creates this problem.
If I remove it and leave it only on the 15 spawned prefabs than it works perfectly.

Anyone else encountered this ?

12
NGUI 3 Support / Label is not drawing
« on: September 08, 2013, 03:30:23 PM »
Hello guys,

I have this label which I want it to be drawn when a certain condition is passed. The code :

  1. void OnMouseUp()
  2.         {
  3.                 GameObject theCamera = GameObject.Find("MapCamera");
  4.                                 CommonCrap zaScript = theCamera.GetComponent<CommonCrap>();
  5.                         if(attack3 == 1)
  6.                         {
  7.                                 NGUITools.SetActive(zaScript.labelAttack.gameObject,true);     
  8.                                 Debug.Log(zaScript.labelAttack.gameObject);
  9.                         }
  10.                        
  11.                         if(challenge3 == 1)
  12.                         {
  13.                                 NGUITools.SetActive(zaScript.labelChallenge.gameObject,true);  
  14.                         }      
  15.         }

The debug log return exactly the object I want (which is the label) but to no avail, the label is not drawn on the screen.

Can you guys help me up with this?

Thank you

13
NGUI 3 Support / Re: NGUI slider / tooltip quick questions
« on: September 01, 2013, 09:52:05 AM »
Found the problem.
For the camera GUI the event receiver was 'GUI' layer set for me, while the slider had 'default' layer. Changing the layer to 'GUI' solved it.

Thanks guys. Now I have solutions for both issues.

14
NGUI 3 Support / Re: NGUI slider / tooltip quick questions
« on: September 01, 2013, 04:55:19 AM »
That is the UIScrollBar, I have the UISlider.

Anyone knows how to have the same functionality for the slider ?

15
NGUI 3 Support / NGUI slider / tooltip quick questions
« on: August 31, 2013, 02:53:16 PM »
Hello guys,

I have two questions as I couldn't find a way to implement this :

1. I have a slider. How can I implement a method where if I click anywhere on the slider it modifies to that position ? So you are able to change the slider value either by clicking anywhere on it or by dragging the nob of the slider.
2. How can I make the tooltip appear faster (even instant) ? I know how to alter the transition time, but how about the actual time when the tooltip begins to show from the moment you hover with mouse pointer over the trigger.

Thank you.

Pages: [1] 2 3 4