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Messages - galuodo

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16
NGUI 3 Support / Re: [PLUGIN] RPG Dialog
« on: July 24, 2013, 04:15:01 AM »
Good idea galuodo.
I'll add in following versions. :)

Thanks

And player can select brunch in the dialog box. like:
|---------------------------------
| Do you want a cup of tea?   |
|                                        |
| YES                     NO         |
--------------------------------

17
NGUI 3 Support / Re: [PLUGIN] RPG Dialog
« on: July 23, 2013, 10:08:23 PM »
If you can add clickable text, that will be great.

18
NGUI 3 Support / Re: Question about pixel - perfect in UILabel
« on: July 22, 2013, 10:26:45 PM »
0.5 is needed when the label is centered and has an odd size (not dividable by two, such as 31, 17, 23, etc). As I recall it was only like that in an earlier version in any case. What version of NGUI are you using?

NGUI 2.6.2

  1.         if (cachedTransform.localRotation == Quaternion.identity)
  2.                         {
  3.                                 if ((x % 2 == 1) && (pivot == Pivot.Top || pivot == Pivot.Center || pivot == Pivot.Bottom)) pos.x += 0.5f;
  4.                                 if ((y % 2 == 1) && (pivot == Pivot.Left || pivot == Pivot.Center || pivot == Pivot.Right)) pos.y += 0.5f;
  5.                         }
  6.  

19
NGUI 3 Support / Question about pixel - perfect in UILabel
« on: July 21, 2013, 10:36:20 PM »
I find texts sometimes show inappropriate. So I used Make pixel -perfect in the root node. However, some labels added 0.5 on local position x or y axis , others are not. As the result, most uilabel works well, however, rests display the text a little stretched. I manually add or remove the 0.5 on their local position then the problem solved. So I want to know however the pixel - perfect works, and what should I do to fix this problem.

20
NGUI 3 Support / Re: UItexture does not display clear as UISprite
« on: July 08, 2013, 01:04:56 AM »
Thank for your replay, I tried true color, but it dose not work.
The texture of the atlas and that of the single image has the same filter mode, format and shader, however the quality is different.

21
NGUI 3 Support / UItexture does not display clear as UISprite
« on: July 03, 2013, 10:21:12 PM »
We former use UISprite to show big back ground so the atlas is very big, so we delete that image from atlas and use UITexture to display. However, no matter how I change the setting of the image and the shader of the texture, the quality is much lower than use uisprite.

So How can I make the UITexture has the same display qualty as UISprite? DO I miss something important?

22
NGUI 3 Support / Re: Where is the New Sprite button?
« on: June 26, 2013, 09:38:15 PM »
I want to make one sprite to have more than one different name, so that we can use a public atlas with out unity each sprite name

23
NGUI 3 Support / Where is the New Sprite button?
« on: June 26, 2013, 02:36:33 AM »
I use 2.6.2, and cannot find New Sprite button in Inspector of Atlas, does it removed?

24
So how do you move your player? NGUI won't intercept Input-based events. NGUI will only intercept events that use its system -- OnPress instead of OnMouse* for example.

we use ngui to create gui, and other moving is used ex2d. the scene have a script which processes OnMouseDown  event to let player move

25
yes I have upgraded to 2.6.2.

26
We former used Unity3D var 4.0.1, and game runs well, however after update to 4.1.3 or 4.1.5, we have a trouble.

Our project contains ngui and ex2d plugin, and ngui has it's own layer.

I have attached collides in order to screen the mouse event -- if i click a gui window, the player won't move. But now, when I click the window, not only the button change the sprite, but also the player moved. So I want to know how to solve this problem :)

27
NGUI 3 Support / Re: Input widget highlighting, copy paste etc
« on: June 19, 2013, 07:01:02 PM »
I have a idea, but I don't have time. So if someone want to implement such function, I will share my idea

28
If im remember correct, the buttons disable the collider if they are not active  -> no event is called on that game object -> UIForwardEvents does not get called.

OnHover has also changed

29
Other Packages / Re: UI Starter Kit: Starlink (NGUI + TNet)
« on: June 13, 2013, 09:42:17 PM »
could you please offer a picture of chat window?

30
NGUI 3 Support / new UIImageButton doesn't support UIForwardEvents
« on: June 13, 2013, 09:28:34 PM »
new UIImageButton which has disable state does not support forward.
for example, OnHover cannot make the target button change the sprite.

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