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Messages - merlin981

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1
NGUI 3 Support / Reflection Support in NGUI
« on: October 10, 2014, 01:49:23 PM »
I see that Reflection_Support is not being set for WP8. I'm assuming because the standard reflection methods don't exist.

However, I did find this interesting article that shows the old vs new reflection methods for WP8. This could be added into NGUI and TNET, to enable reflection on WP8 builds.

http://dotnetbyexample.blogspot.com/2013/11/build-for-both-reflection-bits-pieces.html

2
UIButton.isEnabled = true/false is awesome.

Thanks, that worked

3
I'm having a very similar issue with the full version of NGUI.

I have a button which displays a small popup when clicked. When the user clicks the button, I disable the button, then show the popup. When the popup is closed, I re-enable the button.

When the button is re-enabled, the sprite being drawn for the button is the Pressed sprite (same as when the button was disabled).

I'm disabling the button using:
  1. instance.ButtonToDisableOnPopup.collider.enabled = false

And enabling the button using:
  1. instance.ButtonToDisableOnPopup.collider.enabled = true

4
NGUI 3 Support / UIWidget on UIImageButton - Collider Not Scaling
« on: January 08, 2014, 12:40:02 PM »
I'm using NGUI v3.0.8 f3.

I have several UIImageButtons in my scene with box colliders. I added a UIWidget to each, set Anchors to "Unified", and adjusted the targets accordingly so the buttons will move/scale as resolution changes. This part works just fine.

In the UIWidget component is a property "Box Collider auto-adjust to match". When I check this, it changes my box collider's size to 100,100. It keeps the size at 100,100 regardless of the screen resolution. All my buttons are the same size - in the default resolution they are 168, 168 in size. Their sprites list the size as 168, 168.

When the scene is run, the box collider is not covering the entire button, only the middle portion of the button.

In the attached screenshots, you can see in image #2 that the box collider is only covering the middle portion of the button.


5
NGUI 3 Support / Re: 3.0 and UILabel Scaling
« on: December 30, 2013, 12:20:19 PM »
Prior to NGUI 3, I used UIStretch to scale my UILabels for various resolutions. This worked perfectly, and was especially handy on the cross platform game I built (consoles, PC, and mobile devices).

However, with NGUI 3, UIStretch no longer scales UILabels. It actually seems to do nothing to the label. I've tried using extreme values just as a test, and the UILabel remained the same size.

I understand I can scale the UILabel using Unity's built-in Scale property in the inspector. However, the UIStretch was perfect for auto-scaling across multiple resolutions, and when used in conjunction with UIAnchor, was the best solution I'd found for anchoring and scaling my UI.

Aron, any suggestions on how to auto-scale a UILable in v3, or how to update UIStretch to work on UILabels again?

6
NGUI 3 Support / Re: Automatically resizing labels?
« on: December 30, 2013, 12:19:53 PM »
Prior to NGUI 3, I used UIStretch to scale my UILabels for various resolutions. This worked perfectly, and was especially handy on the cross platform game I built (consoles, PC, and mobile devices).

However, with NGUI 3, UIStretch no longer scales UILabels. It actually seems to do nothing to the label. I've tried using extreme values just as a test, and the UILabel remained the same size.

I understand I can scale the UILabel using Unity's built-in Scale property in the inspector. However, the UIStretch was perfect for auto-scaling across multiple resolutions, and when used in conjunction with UIAnchor, was the best solution I'd found for anchoring and scaling my UI.

Aron, any suggestions on how to auto-scale a UILable in v3, or how to update UIStretch to work on UILabels again?

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