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Messages - zippo227

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NGUI 3 Documentation / Re: UIInput
« on: January 28, 2015, 03:53:04 AM »
I agree, but it's not working, even in your example scenes. version 3.7.8 in Unity Editor 4.6.1 on Windows.

NGUI 3 Documentation / Re: UIInput
« on: January 28, 2015, 02:18:34 AM »
Can you add a field to enable ctrl+a / cmd+a  to select all text?

I fixed the problem with an interesting workaround, so I don't have anything to send you. I'm sure you are right in that it is some kind of circular dependency. Hopefully the other commenter has a fresh project that can be sent to you!

Is there a way for a class inheriting from UIInput to know if the user has just typed a symbol? Presently I'm having to override some of the functionality to even show a symbol.

  2. void Awake()
  3.         {
  4.             base.Init();
  6.             UILabel lbl = this.GetComponentInChildren<UILabel>();
  7.             lbl.supportEncoding = true;
  8.             lbl.symbolStyle = NGUIText.SymbolStyle.Colored;
  9.         }

I've noticed that when I do type a symbole such as :smile: the input caret does not back up to just after the smile emoticon. Any ideas on how I could accomplish this? A stretch goal would be to delete the emoticon and delete the entire :smile: from the input.

If I don't hear back, then I'll just have to have the users input their symbols manually by clicking on them instead of typing them.

Based on the post here, I was able to determine that the author already has in place a method for making sure the tooltips are on screen. However, there is not any mention that the pivot points of the tooltip's label and background should be one of the corners. I'm now making their pivot point the top left, and they are always on screen. That was a lot of headache for something so easy.

As an aside here is my class that I place on objects to use the tooltip.

  1. public class HoverTooltip : MonoBehaviour
  2. {
  3.     public string mTooltipText;
  5.     void OnTooltip(bool show)
  6.     {
  7.         if(show == true)
  8.         {
  9.             UITooltip.Show(mTooltipText);
  10.         }
  11.         else
  12.         {
  13.             UITooltip.Show(string.Empty);
  14.         }
  15.     }
  16. }

Bump. Any comments welcome.  :o

I have been thinking about this for awhile and was under the assumption that I just didn't know what I was talking about. The more I search though, the more I realize this might not exist.

I have a button on the bottom left of the screen that I want to put a tooltip on. Naturally, I would like for this button to produce a tooltip which has the anchor/pivot (whatever it needs to be) at the bottom left of itself. Then the tooltip will show up on screen. Is this something I'll need to write myself?

NGUI 3 Support / Re: Using NGUI in open source project
« on: October 16, 2014, 04:51:35 PM »
I don't seem to see the open-sourced NGUI 3 that you mention.

The issue was caused by my Max Lines being set to 100 instead of 1. Don't know when I set that or why it worked before. Thanks for the help. I studied the Control - Simple Input Filed for a while to find that.

NGUI 3 Support / UIInput won't show more than a line's worth of characters
« on: September 06, 2014, 11:53:21 PM »
I've updated to 3.7.1. My input boxes no longer show me the most recent character when my input exceeds what will fit in the box. Please revert back to how it used to be. I have the size set to 0/unlimited.

Essentially, anchor the UILabel to an animating character. That's what did it for me.

I made an interesting class to solve this problem. Message me privately if you are interested in putting the solution into NGUI.

I'm dynamically creating a label and anchoring it to an object that moves. I'm calling the UILabel.SetAnchor(myObj) function. For some objects, even if the object is standing in idle, assigning the object as the anchor causes the label to move upwards off the screen very quickly.

This didn't happen with my previous version of NGUI. I am on 3.6.0, and this has been happening for the last couple of versions.

What do you mean? You can set just about any function to be called via an NGUI delegate such as the button's On Click notification. To be able to choose the function it should be public, and have a void return type, but that's about it. Parameters are up to you.

Apologies for my late response: was on vacation. This is not about setting the function delegates; it's about keeping track of them. The problem is that it can be difficult to find which NGUI objects call a certain function. I would like a way to easily list all of the objects that call a certain function. As it is, you have you manually look through your objects. Is there a way to export a list of OnClick function delegates and their associated game objects?

I often use find references to see all the places in my code where a function is called. This doesn't work for NGUI because the list of referenced functions is not stored in a file that Mono Develop can parse through. Even if it were in a simple text file (but a more elegant solution would be preferred), it would would be extremely useful for NGUI to save the list of function delegates that it references in button clicks, slider moves, etc. Having those function calls so separated from the code and the editor requires that the developer have explicit knowledge of all the buttons in the game.

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