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Messages - Shorinji

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1
NGUI 3 Support / UITable as a child of another UITable
« on: March 07, 2014, 04:41:21 PM »
Hi,
I have a UITable which has another UITable as children.
When i reposition the parent UITable (after repositionning the child UITable), the looks of the result is like if the child UITable's width was 0, and the child UITable will not be properly centered.
If I replace the child UITable with a UIGrid, the result seems correct.
Could you please let me know if there is a way to correct this behavior?
Also, is there any guarantee that the children will be updated before the parents in NGUI?
Thanks in advance.

2
NGUI 3 Support / Re: Sprite alpha trimming issue
« on: February 28, 2014, 11:03:55 PM »
Hi,
Thanks for your answer, the padding was the problem here, clearing these fields makes the sprites behave as i was expecting.

3
NGUI 3 Support / Sprite alpha trimming issue
« on: February 28, 2014, 11:09:19 AM »
Hi,

I have some sprites i made for a GUI which have some alpha round them. When I use the trimming feature of the atlas maker, the sprites are correctly trimmed inside the atlas.
However when i use them, the alpha around them is still present. I can see it because the handles around the sprites don't "stick" to the sprites, and the dimension of the sprite in the inspector are incorrect.

In the attached screenshot you can see that i have a sliced sprite. It's correctly trimmed in the atlas to 56 px width, but to get the correct width in the game i need to set the width to 72px, which is the original size of my sprite in Photoshop including the surrounding alpha. You can also see that the handles don't stick to the sprite.

Is it a bug or did i miss something here?

Edit : i attached the screenshot twice and i don't know how to remove it, sorry for that

4
NGUI 3 Support / Re: License question
« on: January 08, 2013, 08:26:01 PM »
Hi all,
Thanks for your answers.
Yes, Cripple, it's the page i was searching.
I think i won't use NGUI for this project, because it's only the beginning, i don't really know yet if the group is strong or not.

5
NGUI 3 Support / License question
« on: January 08, 2013, 07:01:30 AM »
Hi,

I thought i had read something about that, but i can't find it anymore.

I am going to work on a project with some other people, we are not a company.

I would like to know if my license for NGUI is sufficient or if everybody in that group needs a license in order to use NGUI for this project?

Thanks in advance.

6
NGUI 3 Support / Re: Change Request UIInput.cs
« on: November 19, 2012, 09:31:20 AM »
Well i guess it depends on the architecture of the GUI. I use the OnInputChanged message to update other controls in the panel as the input changes, not only when the input is submited, so, for me, it makes sense to send it to other objects.
But anyway, it's not a big deal if you don't want to change that, i will do the merging when updating.

7
NGUI 3 Support / Re: Change Request UIInput.cs
« on: November 18, 2012, 09:33:24 AM »
Hi,
Thanks for your answer.
I think i must be missing something. I checked this variable, it seems to be related to "OnSubmit", not to "OnInputChanged".
Can you confirm what did you mean please?
Thanks in advance.

Edit : I just want to precise that i already made the modification i need in the code but if it was integrated in the official code it would save me some merging time when i update NGUI.

8
NGUI 3 Support / Change Request UIInput.cs
« on: November 18, 2012, 06:28:57 AM »
Hi,
I would like to be able to selected  the target of  SendMessage("OnInputChanged", this, SendMessageOptions.DontRequireReceiver); line 335, 370 and 382.
My personal need is to send it to eventReceiver.
Please let me know if you agree to implement that change.
Thanks in advance.

9
Hi,
I am creating my own GUI atlas and i would like to copy some of the SciFi sprites to put them inside it.
Is it ok to do so?
Thanks in advance.

10
NGUI 3 Support / Re: Strange behavior with Call When Finished
« on: July 10, 2012, 11:41:47 PM »
Hi,
Yes, you will eventually have more and more of this kind of issues if your GUI is more and more successful.
If people report them, it's a good sign for you :D
Anyway thanks for your quick support.

11
NGUI 3 Support / Strange behavior with Call When Finished
« on: July 10, 2012, 11:17:46 AM »
Hi,
I have a strange behavior with call when finished.
I have some panels whose animation can be played from different objects. On some object, i want to call a callback when animation is finished. On other object, i want nothing to happen when the animation is finished.
However in some cases ( i have not been able to determine yet a more precise definition of "in some cases", however i have a reproducible case), the callback will always be called no matter which object requested the animation to be played, as long as the callback has been called once.
To correct this issue, i added the following code line 172 of the file UIButtonPlayAnimation :
  1. else
  2. {
  3.     anim.eventReceiver = null;
  4.     anim.callWhenFinished = "";
  5. }
  6.  
I suspect that this issue might appear for your tweens too.
Can you please let me know if you have been able to reproduce this issue? Or if it is a normal behavior in your opinion?
Thanks in advance.

12
Hi,
Actually after more tries, think this component doesn't really fit for what i need. I need something which would more look like a "pop up buttons list", no trigger at start, and trigger again even if the selected item is the same than the previously selected item. However it doesn't exist (or i did not see it).
So i have other questions.
From a license point of view, do i have the right to modify the scripts provided with NGUI? Do i have the right to make new components myself based on NGUI architecture?
Thanks.

13
NGUI 3 Support / Why does popup list triggers in the Start function?
« on: June 22, 2012, 09:00:36 AM »
Hi,
I want to use a popup menu which contains a popup list.
When i launch my game, "Function Name" is called because inside Start(), "selection" is set to something.
Why did you choose this behavior to happen?
Thanks in advance.

14
NGUI 3 Support / Re: bug or feature?
« on: June 17, 2012, 02:16:11 PM »
Hi,
I don't know if i am too late for that but anyway..

To ArenMook,
I think you did not cleary get what Drextser was meaning, he meant the Animation Component gets disabled, not the GameObject.

To Drextser,
I tested on my install, it does the same.
In my opinion it comes from the line 83 of the ActiveAnimation.cs in the version i have:
  1. mAnim.enabled = false;
By commenting it the Animation Component is no longer disabled here.
However, i don't know if ArenMook disabled it on purpose or not, it might be for the "Call When Finished" feature which would use that Animation Component status to detect when it is finished, but I don't have time to check right now.



15
NGUI 3 Support / Re: Several questions
« on: June 11, 2012, 10:59:15 AM »
Hi,
I investigated a little bit in order to find the exact way how to reproduce the issue and i think i found it.
I am using the SciFi atlas.
It appears when SlicedSprite scale is too small.
Actually the parent GameObject was not involved in it, it just made the issue very obvious because i was scaling it up.
Now that i found that, i think it's not really a bug, it's just a limitation on the minimum size of a SlicedSprite. But anyway i don't think anyone will find it useful to have very small SlicedSprites, so i don't thing anything needs to be done here.

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