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Messages - johanesnw

Pages: [1] 2
1
NGUI 3 Support / Re: NGUI TypewriterEffect Error
« on: February 07, 2015, 02:06:35 AM »
thanks mister  :D
works flawlessly

2
NGUI 3 Support / NGUI TypewriterEffect Error
« on: February 06, 2015, 08:55:05 PM »
I want to implement this script in my dialogue system.
and I tested the ResetToBeginning(); but this error occurs



what I did:
In the OnFinished EventDelegate List, I call this
  1. public void NextDialogue()
  2.     {
  3.         typer.ResetToBeginning();
  4.     }

any solution?  :D

3
NGUI 3 Support / Re: UIButton.onClick non-invocable?
« on: August 12, 2014, 12:26:17 PM »
I've tried keeping UIPlayAnimation. actually it can work with some extra scripting,
but I want to enable another Panel after this Panel's reverse animation finished so it looks like the Panel is flipping (like LINE cookie run's friendlist panel)

it works well if I click the close_btn, but when I try to do the extra scipting, I can't acces the OnFinished so the 2nd Panel is enabled before 1st Panel animation finished (both Panels will present for about 0.3sec). so the Flipping Panel trick looks really poor.
unfortunately your code is not working.  :-[

EDIT:
For now I just disable the Panel than to use animation reverse. It looks like this. actually there's no close_btn so I use the START_btn to demonstrate the Result that I want.
Main UI Demo

just a demo . assets are taken from assetstore.

4
NGUI 3 Support / UIButton.onClick non-invocable?
« on: August 12, 2014, 11:19:39 AM »
I have a Panel with Animation.
and a button with UIPlayAnimation.

lets just say it's a close_btn that plays the reverse animation of Panel, then disable it on reverse, and Do a script OnFinished.
but I want to play the reverse animation too if I click something that's not an UIButton. its not even an UI element.

I try to access the close_btn.onClick() to play the Panel animation (including the disable on reverse and Do script OnFinished)
but it's non-invocable. then how do I trigger that UIPlayAnimation?
Playing it's animation is still do-able with ActiveAnimation.Play(anim,direction); but what I really need is that
OnFinished.

tried to add Active Animation script on the Panel, then assign some script to disable it
but the OnFinished events seems doesn't work.

5
NGUI 3 Support / Re: Why the UILabel pixelated in mobile?
« on: July 03, 2014, 09:36:42 PM »
thanks... I never know there's Quality settings  :D

6
NGUI 3 Support / Why the UILabel pixelated in mobile?
« on: July 03, 2014, 02:18:27 AM »
Mobile


Unity Player


I used NGUI's Arimo20.
Overflow : Shrink Content
Alignment : Auto
Gradient/Effect/Spacing/MaxLine/BBcode : None

7
NGUI 3 Support / Table and Tween height glitch?
« on: May 31, 2014, 06:35:26 AM »
lets see this vid. whenever it starts tweening height it moves the x position a little.
https://www.dropbox.com/s/u2w3yv9wxmjlroa/Unity%202014-05-31%2018-21-10-11.mp4

these are components attached to each item.
I have the sprite anchored to left and right of scrollview



and the table option


I want it to look smooth like the Quest Log tutorial, but I'm tweening height here. is this NGUI problem?
or just my problem?

thanks.. :)

8
NGUI 3 Support / Re: Adding an animated Sprite inside UIWidget?
« on: April 30, 2014, 11:00:36 PM »
aww I'm sorry. I was sleepy yesterday..
actually I wanna ask about how to put the object inside the UIwidget. and 2D objects are sprites.
and those objects are not part of UI. they're prefab that you also use in the game.

lets take another example here
dota2 ui
it has a "Card" UI containing heroes face in idle animation.
or this pic from google
it has the same hero object in game and inside the UI, but maybe that's not animated.

I've tried dragging the object inside uiwidget, and when I play its not the place I put inside scene editor.
because UI use UIRoot>Camera and objects use MainCamera to render.
then I try screenToWorldPoint and set to (0.5,0.5) point of screen to place in in the center.
but it's not working as I wanted.

so I can ask once again :p
is NGUI capable to do this stuff?

=====
another question:
- does uisprite only accept pic from created Atlas?
I have 40~ enemies here. and want to take the face sprite to HPbar UI.
is it possible to assign the sprite to uisprite without creating an atlas?
=====

thanks.
and sorry for the trouble  ;D

9
NGUI 3 Support / Adding an animated Sprite inside UIWidget?
« on: April 30, 2014, 10:57:42 AM »
for now let these pics speaks. It's com2us' new game Knights n Squires
Screenshot_2014-04-30-22-02-24.png
Screenshot_2014-04-30-22-02-04.png

I've tried to do this weeks ago but it I got no clue and moved on to another problem.
is NGUI capable to do this stuff? cos I really need this in my game.
could you put a Sprite inside UIWidget? actually not a sprite but a Prefab that contains many sprites.

thanks.

10
NGUI 3 Support / [SOLVED] change UISprite Alpha
« on: April 01, 2014, 11:08:41 PM »
its the example code

  1. chargebar.GetComponent<UISprite>().color.a = 0;
as I know the value is a number. so if its not 0, it should be 0f.

the error says
"cannot modify the return value of 'UIWidget.color' because it's not a variable"

EDIT:
I just wanna hide the GUI. using isVisible will get the error
"property of indexer "UIWidget.isVisible" can't be assigned -- it's read only"

thanks.


EDIT(again):
goes to class reference and found uiwidget.alpha that can be assigned with number

11
this is my GUI prototype. all resources are still from google, as I still wait my artist progress.


I want to position that cube inside the GUI box, but when I change the aspect this happens.
the cube position miss the box centre. when I run in my device, it even goes outside the box.


here's the scene


is it possible to position the cube inside the box?

12
NGUI 3 Support / new UIButton update
« on: March 02, 2014, 10:08:41 AM »
about the latest update, where UI Button and UI image button becomes one.
It really hurts my project. really...  :'( :'( :'(
all my uibutton that goes with uisprite goes crazy. the sprite dimension sets to its original size.
i tried to set the dimension manually but whenever i start the game it turns back to original size
(say I have a weapon 200x150 and i made it 50x50 for shop icon purpose. and after updating NGUI, every icon in shop turns to 200x150)
after about 15mins I realized that UIButton, sprite section, has its "pixel snap" enabled. disable it, resize dimension, and a button will be right like before.
but I have about 100+ in total (50~ weapon icon in shop, 60~ enemy icon in 'enemypedia', and alot for UIs)
that takes hours to disable each snap pixels, resizing dimensions, and sometimes eyeballing its size.

Maybe you can consider disabling the "pixel snap" for default preset, so that others won't get to this problem.
but I don't know if there are more user that prefer pixel snap enabled.


one question:
How can you set the sprite in the new uibutton to  "None"?
i've accidentally picked sprite for hovering, and the result is no good.
theres no option to delete it so I re-add the component  :P

Thanks. other updates are good anyway  ;D

13
NGUI 3 Support / help modify Quest Log Example
« on: February 23, 2014, 10:30:13 PM »
I want to modify Example 9 - Quest Log so that it toggles. only the active quest shows the Label-Description.
when another quest is clicked, it hides the previous active quest.
Can this be done without using scripts?

thanks

14
NGUI 3 Support / Re: world select system
« on: February 16, 2014, 11:53:00 PM »
wow perfect. thanks  :D

15
NGUI 3 Support / Re: world select system
« on: February 13, 2014, 05:41:45 AM »
UIPanel that I created outside UIRoot always have a huge size (about 15x mainCam size)
whether I attach it inside mainCam or create another empty object.
The scale is 1x1x1, and Clipping : None.

Works well. Now I can position the UIButton precisely on top of the background.  ;D
but I need to scale objects using widget dimension to make things right.
object with scale 0.00625x0.00625 can't be rescaled using free transform.

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