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Messages - hazzius

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1
NGUI 3 Support / Re: Show/hide NGUI Panel OnTriggerEnter/OnTriggerExit
« on: April 26, 2014, 06:12:55 PM »
What i must to do for enable HUD objects then i pass EnablerTriggerZone and disable HUD objects then i pass DisablerTriggerZone ?

Attach not working EnablerTriggerZone script. All Debug is fine, i see it all in console in time.
  1. using UnityEngine;
  2. using System.Collections;
  3.  
  4. public class s_BlueTrigger : MonoBehaviour {
  5.         private GameObject Blue;
  6.         public bool BlueTrigger = false;
  7.  
  8.         void Start ()
  9.         {
  10.                 Blue = GameObject.FindGameObjectWithTag("4_Blue");
  11.                 Debug.Log("Blue Detected");
  12.         }
  13.  
  14.         void Update ()
  15.         {
  16.                 if (BlueTrigger)
  17.                 {
  18.                         NGUITools.SetActive (Blue, true);
  19.                         Debug.Log("Blue True");
  20.                 }
  21.         }
  22.  
  23.         void OnTriggerEnter (Collider Other)
  24.         {              
  25.                 if (Other.gameObject.tag == "Player")
  26.                 {
  27.                         BlueTrigger = true;
  28.                         Debug.Log("Blue Triggered");
  29.                 }
  30.         }
  31. }              


Why this not work? I newbie in C# Unity and NGUI. Plz make some big answer.
And tell me, why i cant use grid in realtime? It put objects in grid and sort them only at start. If i turn off and on components at Play Mode, the components not automatically sorted in grid, just activated in places there been disabled?

Sry for bad English.

2
NGUI 3 Support / Odometer Score.
« on: April 08, 2014, 07:17:12 AM »
Hello guys!
Anyone knows how i can make some odometre like scoreboard? Some functions for UIlable?
like here:
http://gameprefabs.com/products/preview/305

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