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Messages - leagueofmonkeys

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1
NGUI 3 Support / Re: How to restrict a UIWidget's minimum size?
« on: October 25, 2015, 05:23:53 PM »
Thanks ArenMook :)

2
NGUI 3 Support / How to restrict a UIWidget's minimum size?
« on: October 22, 2015, 05:28:48 PM »
Hi, I have a UIWidget anchored to a UILabel and I would like the UIWidget to never go below a minimum height or width.  How can I acheive this?

Thanks :)

3
NGUI 3 Support / Re: REQUEST: UILabel actual font size.
« on: June 12, 2015, 01:26:21 AM »
Thanks ArenMook :)

4
NGUI 3 Support / REQUEST: UILabel actual font size.
« on: June 10, 2015, 06:59:12 PM »
Hi :)

When the overflow setting on a UILabel is set to 'Shrink To Fit' I would love to see the actual/current font size.  It could possibly fit next to the 'Default' size display.  This way I would know whether the font is at the size I've specified or not, as it is I have to remove text or resize the widget to find out.

Thank you!

5
Hi :)

I have noticed a bug where the offset meshes used to create the bold text effect on UILabels are sometime misaligned if the alignment of the text is set to justified.

Thanks.

6
Hi  :)

If NGUI detects that I'm using the same texture map in a UITexture that I also have in a atlas it frustratingly turns my UITexture into a UISprite.  For the time being every time I update the texture map I have to duplicate it and rename it to use it in my UITexture.

I understand why this behaviour exists but can I disable it?

I using a UITexture because I need to use the texture offset functionality it provides that UISprite does not.

Thanks for reading  ;D

7
Bump

8
Ok thank you  :D

9
 :-[ bump

10
In Example 7 - Scroll View (Panel), when using center on items, UICenterOnChild.OnDragFinished is incorrectly called when an item in the scroll view is clicked.

Can you please fix this.  Thanks

11
NGUI 3 Support / Re: TweenAlpha.onFinished ???
« on: November 03, 2013, 07:25:17 PM »
Thanks a lot missingno!  I'll give it a go :)

Worked perfectly thank you!  ;D

12
NGUI 3 Support / TweenAlpha.onFinished ???
« on: October 31, 2013, 03:16:10 AM »
Hi :)

I'm triggering a TweenAlpha and I want to run a method when it finished, how do I?  Please be specific.

  1. TweenAlpha tweenAlpha = TweenAlpha.Begin (carBase.gameObject, 0.2f, 0f);
  2. tweenAlpha.from = 1f;                  
  3. tweenAlpha.method = UITweener.Method.EaseInOut;

Thanks!

13
Hi :)

I have a button in a panel, the panel is disabled via script.  If the user is pressing the buttons when the panel is disabled next time I load the scene and enable the same panel via script the button remains pressed.  All of my gui is destroyed on scene load so I don't understand why the button press persists.  I am using the latest version of NGUI and Unity.

Any help is greatly appreciated :)

14
NGUI 3 Support / Re: A small bug ?
« on: July 11, 2013, 12:03:01 AM »
Thanks ArenMook.  That seems to work for everything except if I try and run it too soon after a scene loads.  I have to yield for 0.1 seconds for it to work.  If I use the tween delay instead of yielding it doesn't work.  I've tried experimenting with the script execution order of my scripts to no avail.

15
NGUI 3 Support / Re: A small bug ?
« on: July 10, 2013, 08:12:49 PM »
Thanks for the reply ArenMook, can you please elaborate a little.  Have you successfully tested this?  I tried your suggestion and it didn't work, same problem.

I'm simply trying to setup a system for screen fading in and out of black.  I had set up my own but scrapped it when I realised I could use TweenAlpha to do it, sadly I can't get it to work in any sort of logical and consistent manner  :'(

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