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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.
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.
Attach not working EnablerTriggerZone script. All Debug is fine, i see it all in console in time.
- using UnityEngine;
- using System.Collections;
- public class s_BlueTrigger : MonoBehaviour {
- private GameObject Blue;
- public bool BlueTrigger = false;
- void Start ()
- {
- Blue = GameObject.FindGameObjectWithTag("4_Blue");
- Debug.Log("Blue Detected");
- }
- void Update ()
- {
- if (BlueTrigger)
- {
- NGUITools.SetActive (Blue, true);
- Debug.Log("Blue True");
- }
- }
- void OnTriggerEnter (Collider Other)
- {
- if (Other.gameObject.tag == "Player")
- {
- BlueTrigger = true;
- Debug.Log("Blue Triggered");
- }
- }
- }
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.
