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Messages - daybson

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NGUI 3 Documentation / Re: UIInput
« on: July 25, 2014, 01:36:30 PM »
Hi,
I need to make a label show "typing..." when user is typing some text on the UIInput, and show other thing when doesn't. There's some method that provides this status like "typing" to me?

Thanks

2
Well, it's solved!  ;)

I Added a UICheckbox script to the button.
I created a ComponentManager script and I have attached it to a empty gameobject. This script contains the functions that I need to each button of my window. I used it as the the Eventreceiver on UICheckBoxand of a button and wrote the name of my desired method (implemented on my manager) for this button in the FunctionName field.

3
For now, it's easier usgin the old version. I have no time to migrate.  =/

4
I can not migrate without rewrite some classes at my project, and this will be very traumatic. For my needs, this version still works (I hope). I'm waiting to Unity 4.6 with the new GUI system, to analyse if will worth migrate to it.

5
Drag in your game object that has the script whos method you want to call. Now choose that method in the drop-down list.

I did not understand. Drag the method? Drag what to where? I'm using the 2.6.4 version, and I did not see this 'OnClick notification'.

6
Well, I'm missing something then.
Can you explain me how do I do this? Several buttons activating different functions without any script attached to they?
Or in my case, only one script in my window?

7
Same doubt here.

I have a window with several buttons.
I don't want to put one script in each button to implement his OnClick event.

What I want is to put ONE script at my Window (on top of hierarchy, with childrens buttons) and my buttons will doesn't have none script attached. At the Window script, I want to check which button was clicked and activate an method at my way.

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