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Messages - Mitch

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1
NGUI 3 Support / Re: NGUI at an open source / non-profit GameJam
« on: June 12, 2014, 10:21:45 AM »
Yep, what I figured heh, thanks :)

I'll use something else for an upcoming jam if they want source.

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NGUI 3 Support / NGUI at an open source / non-profit GameJam
« on: June 12, 2014, 02:25:02 AM »
@ArenMook/Tasharen in general, what's your legal stance here?

Events like Global Game Jam and Ludum Dare pretty much require everything to be opened up.  Do you have a stance on use NGUI being published in those projects?  I've just used alternatives in the past, but I figured I'd ask this time around :)

Thanks.

3
As the subject says.

  1.         void OnFinished ()
  2.         {
  3. //              if (--mActive == 0)
  4. //              {
  5.                         current = this;
  6.                         EventDelegate.Execute(onFinished);
  7.  
  8.                         // Legacy functionality
  9. //                      if (eventReceiver != null && !string.IsNullOrEmpty(callWhenFinished))
  10. //                              eventReceiver.SendMessage(callWhenFinished, SendMessageOptions.DontRequireReceiver);
  11.  
  12. //                      eventReceiver = null;
  13. //              }
  14.         }
  15.  

The quick fix was to comment out all the legacy stuff and not care about mActive.

4
NGUI 3 Support / Re: Animating UISprite Dimensions in 3.0.x?
« on: October 05, 2013, 07:24:59 PM »
The way animation window works in Unity is an ugly process. I'm tempted to just write a proper animation tool.

That's your prerogative.  I hope I'm able to animate UI elements using an animation tool using uGUI.

Thanks for your response.

5
NGUI 3 Support / Re: Animating UISprite Dimensions in 3.0.x?
« on: October 04, 2013, 03:27:17 PM »
The width and height on each widget is exposed, can't you route the animation values into that?

This is effectively what I did, mirroring the AnimatedAlpha behaviour with AnimatedDimensions.

The properties for widget Width and Height are exposed as Get/Set properties which means they can't be seen by the unity animation editor (also they're Int32).

But the real issue comes from that I can't *preview* my animation while I'm animating it... I have to animate blind then see if it works later.  If I animate exposed public variables directly, they don't receive updates from the animation because they don't force an update in NGUI.  I had written a AnimationUtility.IsAnimationMode() editor script that did the preview, but the Unity ANimation editor generates keyframes when it updates the exposed properties of the Widget...which causes garbage curves to be created.  Its just an ugly process.

What I'll probably do is create a similar helper script htat just draws a rectangle onto the scene view so at least I can see the bounds of what I'm animating or something.

6
NGUI 3 Support / Flip Sprite in 3.x
« on: October 03, 2013, 09:37:26 PM »
Is there a method for flipping sprites in 3.x?

I've used localScale.x *= -1 for accomplishing this in the past.

Dimensions are locked to positive numbers.

7
NGUI 3 Support / UIPlayAnimation in 3.x vs UIButtonPlayAnimation
« on: October 03, 2013, 08:02:33 PM »
Events in 3.x are killing me...   >:(

The onFinished event used to send an ActiveAnimation object with it which enabled me to determine the GameObject that had just finished play its animation...  Now I have absolutely no way to determine exactly which animation just finished.

UIToggle.current.value seems to be the method for porting this behaviour from 2.x from the porting video that was posted.  UIPlayAnimation seems to not support the same features.

I am disappointed :(

8
NGUI 3 Support / Re: Animating UISprite Dimensions in 3.0.x?
« on: October 03, 2013, 07:02:45 PM »
I've created a AnimatedDimensions behaviour and a helper editorwindow to convert and preview (while in AnimationMode) AnimationClip assets from m_localScale to AnimatedDimensions width and height properties.

Ugh.

Anyway...  I'm ok for now... but if I ever have to port any of my old more complicated UI's this is going to need a lot of love.

SwabbyNat:  PM me some contact info for Skype or some such if you would; I'd love to talk to you about your requirements to see if I my scripts will help you as well.

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NGUI 3 Support / Re: Animating UISprite Dimensions in 3.0.x?
« on: October 03, 2013, 04:59:34 PM »
I'm animating some UI elements in 3.0.1 and i cant for the life of me find out how to animate the dimensions in the UISprite??

Scale i can animate, but the effect is completely different (using a sliced sprite).

Is this possible, if yes, how? If not, when?

Nathaniel Hunter
SuperTales Inc.

Came here to talk / complain about this as I look into updating to NGUI 3.0.x

My current UI makes extensive use of unity Animation to control the scale of sliced sprites.  This is hard pill to swallow as the only real answer I see at the moment is to use a similar solution to the Animated Alpha script in which I don't get a preview while animating - this was pretty crippling but not unworkable... however not being able to see the SCALE of the thing I'm animating until I run the app... man... This is a big deal breaker for me.   Please advise.

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