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Messages - Ernest

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NGUI 3 Support / Re: Toggled Objects
« on: October 16, 2014, 06:56:25 AM »
So several toggles can't reference a same object? (imagine a tab system with 4 windows, both of them should activate a same title (label) and the two others another title).

NGUI 3 Support / Toggled Objects
« on: October 15, 2014, 05:17:38 AM »
simple, I have several Toggle (set as radio) with an associated UIToggledObject and the same GameObject in their Activate list. I want the toggle with the startingState checked to activate the related gameObjects, but it does not (they should be desactivated by the other toggle). On the other hand, there is no problem when i activate the toggle by clicking on it!
Is there a way to achieve this?

This happen when you accidentally insert a \n (ctrl + enter) at the end of a cell in your csv file.

NGUI 3 Support / Re: Localization on UISprites: snap them...
« on: June 03, 2014, 03:59:45 AM »
Hey guys, thanks for the answers! Actually making the sprite a sliced sprite don't do the trick... This is because my sprite does not have border so the condition
  1. if (t == Type.Simple || t == Type.Filled || !sp.hasBorder)
in the MakePixelPerfect() function is validated (and it rescale my sprite).
I use the following workaround in UILocalize
  1. if(NGUITools.FindInParents<UIRoot>(sp.gameObject).scalingStyle == UIRoot.Scaling.PixelPerfect) sp.MakePixelPerfect();
because i'm always using a UIRoot setted on FixedSize, but i'm not sure this is a correct behaviour for those using PixelPerfect anyway...

NGUI 3 Support / Localization on UISprites: snap them...
« on: May 25, 2014, 05:11:22 AM »

i don't want my localized sprites to be rescaled, but the MakePixelPerfect() function in UILocalize seems to do that (line 50).
How to manage that?! (aside comment the line?)


NGUI 3 Support / Re: Every single UISprite is shifted?...
« on: April 23, 2014, 07:48:33 AM »
And there is no way to correct this behaviour??

NGUI 3 Support / Every single UISprite is shifted?...
« on: April 23, 2014, 06:54:55 AM »
i just noticed something really weird, all my UISprite are shifted relatively to their frame (which able to resize them). Most of the time, the sprite is displayed 1 pixel higher and 1 pixel more on the left...
The problem is probably in the drawingDimension getter in the UISprite class.
Thanks for your help :)

Well, i really need this to work for a coming playtest! Here is a link so you can easily test it: (just place your mouse in the center of the game scene).
I think you may have to disable the colliders on the elements inside the table to fix it.

Okay. I think this is very important to specify somewhere that NGUITools.Destroy() should be used instead of Destroy(), and repositionNow = true instead of Reposition() (and even NGUITools.AddChild() instead of Instantiate()).
It could save a lot of time to many people, trying to display the table's elements correctly.

NGUI 3 Support / Proper way to reposition UITable (dynamically generated)
« on: January 28, 2014, 05:32:50 AM »
I know this is a current topic, coming back regularly on this forum, but i did not find a satisfying answer!
What is the best way to re-populate a table? (a friends list for example)
I mean, should i:
- Clear the table (delete the children), add the new ones, reposition the table
- Desactivate the children, add the new ones, reposition the table, delete the desactivated ones
- Add the new ones desactivated, switch the state of the old and new ones, reposition the table
- Move the table in a hidden layer, and do as in the first dash
And should i call reposition after each element added or after all of them have been added to the table?
I have plenty of tricks, but none of them works as expected... Most of the time, the children are not displayed correctly (space before/between children due to an old children location (Hide Inactive is on); children centered on top of each other due to the table state (false, if in a disabled tab for example)).
In brief, i would like to know the correct workflow to handle the common cases of table repopulation.
Thanks :)

PS: i don't want the user to see the repopulation process (at most a little blink). But i can add a spinner.

All right. It happen every time with more complex elements (such those i'm working on), but whatever, if you could just take a serious look at that in the coming days, it would be great!

And on the 22th...

I'm bumping it on the 20th!

NGUI 3 Support / Re: How would you solve this problem?
« on: January 17, 2014, 07:45:01 AM »

UP :)

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