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Messages - Chris_E

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1
NGUI 3 Documentation / Re: UISlider
« on: June 30, 2014, 02:05:24 PM »
I'm trying to use the "steps" property to have 40 steps (values will be 10-50) but for some reason when I set steps higher than 20 it seems to cap and reset the value to 20.  Why does this happen and is there a way around it?

2
NGUI 3 Support / Re: Event that's a mix between OnHover and OnDrag
« on: April 21, 2014, 11:21:16 PM »
I forgot to subscribe and missed your post.

OnDrag seems to call every time you move the mouse while you're holding down the mouse.  OnHover seems to only fire when you begin hovering, and when you end hovering. 

What I need is a function called every time the mouse moves while over the sprite without clicking.  So essentially exactly like OnDrag does, but without the need of having the mouse button down.  Does that make sense?

3
NGUI 3 Support / Event that's a mix between OnHover and OnDrag
« on: April 11, 2014, 04:10:02 PM »
I need functionality similar to OnDrag that fires every time the mouse moves while over a collider... but I need it to happen when the mouse isn't clicked.

Is there a simple way to do that?

4
NGUI 3 Support / Re: Asset Store Support
« on: April 09, 2014, 08:55:45 PM »
Would you consider putting in a #define in for nGUI in the next version?  That way 3rd party developers could just throw in "#if nGUI" and make things a lot easier/cleaner.

Edit:  I've temporarily done this myself by adding in a smcs.rsp file with instructions to delete it if the user isn't using nGUI.  I may add an additional file that runs in the editor and searches for the nGUI folder, and does a Debug.LogError telling them to delete the smcs.rsp file if they aren't using nGUI.

5
NGUI 3 Support / Asset Store Support
« on: February 06, 2014, 11:40:00 PM »
Hi,

I'm making an asset, and wanted to include a demo script that shows off how easy it is to integrate with nGUI.  My problem is, if the user doesn't have nGUI the demo script will give them a bunch of errors such as:

Assets/MissionGUI.cs(148,58): error CS0246: The type or namespace name `UILabel' could not be found. Are you missing a using directive or an assembly reference?

Is there any way around this?

6
NGUI 3 Support / Re: Atlas from already existing image?
« on: January 24, 2014, 10:53:21 PM »
Sadly this isn't packed... it was just used as a texture for a 3D model.

7
NGUI 3 Support / Atlas from already existing image?
« on: January 24, 2014, 06:06:04 PM »
I have a few images of decks of cards.  Each one contains 52 cards, joker, and two backs.  All of the images have the cards in the same place.

I'd like to use these in nGUI as an atlas, but I have no idea how to do that since they're already together in one image.  I'd like to be able to swap out the card look easily, like I can do by swapping out the atlas to make HD/SD GUIs.

I know this isn't using nGUI as intended, so any suggestions would be appreciated.

8
NGUI 3 Support / UIImageButton Scale
« on: January 23, 2014, 08:35:06 PM »
I need to scale a button that uses the UIImageButton script down by 50%.  I tried changing the scale on the transform and the numbers on the UISprite's height and width, but neither has an effect after I press play.  Is there any way to do this?

Edit:  I commented out all of the "target.MakePixelPerfect();" calls and it fixed the issue.  Leaving this here in case anyone else tries the same thing.

9
NGUI 3 Support / Tween in response to a drag proximity?
« on: January 12, 2014, 04:23:43 AM »
I have a panel at the bottom of my screen that tweens up when you click a tab.  Once the panel is open you can drag and drop items into it.  That works perfectly.

What I'd like to do is allow users to skip the clicking step if they want to, and have the opening tween play when an item is dragged near the tab.  Is that possible?

10
NGUI 3 Support / Select A Font Show All button not working.
« on: January 11, 2014, 04:30:56 PM »
I get the following error whenever I push "show all" on the "select a font" window.  I doubt they're related, but the "show all" for atlases works perfectly.

NullReferenceException: Object reference not set to an instance of an object
ComponentSelector.OnGUI () (at Assets/NGUI/Scripts/Editor/ComponentSelector.cs:137)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/BuildAgent/work/d3d49558e4d408f4/Editor/Mono/GUI/DockArea.cs:231)
UnityEditor.HostView.Invoke (System.String methodName) (at C:/BuildAgent/work/d3d49558e4d408f4/Editor/Mono/GUI/DockArea.cs:224)
UnityEditor.HostView.OnGUI () (at C:/BuildAgent/work/d3d49558e4d408f4/Editor/Mono/GUI/DockArea.cs:120)

11
NGUI 3 Support / Auto adjust to match with transparency
« on: January 09, 2014, 01:39:56 AM »
I love the auto adjust to match, but when my sprite has transparency the original attach works exactly how I'd expect (ignoring the transparency) but with auto-adjust it includes all of the transparency.  Is there a way to make it ignore the transparency and make it more like the "attach -> collider" button?

12
NGUI 3 Documentation / Re: UI2DSprite
« on: January 06, 2014, 02:06:09 PM »
When you place a regular sprite into the scene that contains trimmed transparent space the sprite is created maintaining that empty space.  When using the new UI2DSprite the empty space is cut off.  This is especially a problem when trying to use an animation since the UI2DSprite is being deformed as the animation plays because the frames are no longer the same size.

13
NGUI 3 Support / Re: nGUI scripts with 4.3 sprites
« on: December 08, 2013, 02:02:16 PM »
So in order to use nGUI with Sprite Renderers I have to wait until 4.5?  I'm guessing this means it will be a long while off since we're still on 4.3?

Just to be perfectly clear.... for now my choices are use nGUI as is, or write my own helper functions for SpriteRenderers from scratch?

14
NGUI 3 Support / nGUI scripts with 4.3 sprites
« on: December 07, 2013, 06:08:14 PM »
I love all of the nGUI helper scripts, but really like the new sprite system in Unity 4.3.  Is there any way to make them work nicely together... or is this just not possible because they aren't UISprites?  I especially enjoy the auto-atlasing and drag and drop sprites.

15
The obvious question is, why not just call your animations something else? "Idle" and "Walk" for example, instead of going by numbers.

I don't know if other people need this functionality, but in my case I need it because I have one animation that usually plays in full, but in certain cases I need to play only the first x frames, or only the last x frames.

Edit:  This doesn't seem to work with the latest version.  Is there any chance I could get an updated version that would do what I'm looking for?  Thanks!

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