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Messages - zippo227

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NGUI 3 Support / How to block OnMouseOver with UIPanel
« on: February 20, 2014, 02:04:04 AM »
Hi I have some clickable objects in my game that are not using NGUI at all. When I have an NGUI panel with a 2d box collider that covers that object, the OnMouseOver events on that object are still called. Is there a way to block that event, or do I need to have a reference to the GUI camera and poll it somehow to see if I should not respond to this event. Thank you!

OK. Thank you for looking into it. Have a safe trip home from Jamaica.

I am on NGUI 3.0.8 f7 (latest version). If I set the UIScrollView ShowCondition to WhenDragging before I start the game (in the editor), I never see the scroll bar.

However, if I set the ShowCondition to Always before the games starts, and then change the setting during play to WhenDragging,  I see the bar during drags as expected. I'm assuming this is a small bug with the newest version.

NGUI 3 Support / Re: Are any of the included dynamic fonts True Type?
« on: January 15, 2014, 03:48:12 AM »
I had my terminology confused. I was looking for a mono spaced font. I found one that works fine for my purposes and is completely free.

NGUI 3 Support / Are any of the included dynamic fonts True Type?
« on: January 14, 2014, 12:57:29 AM »
I love that I can now select arial as a font for nearly all of my text. Are any of the other included dynamic fonts true type? I would like to use a true type font for user input to enable me to know the exact width to hold a certain number of characters. If there isn't a true type font, could one be included or recommended?

NGUI 3 Support / Re: Limited support January 9th to 16th
« on: January 08, 2014, 06:29:35 PM »
That sounds like a fun trip. Enjoy and don't forget sun screen. 8)

I'm getting a similar error. It started when I began using NGUI 3.0.8f7 just for reference. I never noticed it before then.

NGUI 3 Support / Re: (!!!) Improving NGUI: Voice your opinion
« on: January 06, 2014, 12:03:29 AM »
I avoid using  default values in function declarations. Which functions don't compile in monodevelop? If you tell me what they are, I can fix them. I use Visual Studio myself.

I definitely should have written down where the default parameters were, now I can't remember if it was 2.7.0 or 3.x.x. If I come across any, I will let you know.

I've decided to go bleeding edge and always take the newest updates. I think people should steer clear of 3.0.8 f4 and go straight to 3.0.8 f5. There was some weird stuff happening with my buttons that had UIPlayAnimation. You are probably aware of it, since you fixed it, but buttons with UIPlayAnimation were only playing that animation one time. I had a button that animated a window into view, but if I clicked that button again, it did not call the animation. Setting the trigger condition from OnClick to OnHover would work, but I needed it to work when clicking. Thanks for fixing, I thought that something had gone horribly wrong  :o

NGUI 3 Documentation / Re: UIInput
« on: January 04, 2014, 06:09:26 PM »
I recently updated and noticed that my input is no longer submitting. I want the label to be able to spread across multiple lines (instead of overflowing to the right) but still submit when the user presses Enter. Is there still a way to do that? I notice that now you've changed it to add a \n

NGUI 3 Documentation / Re: UIRect
« on: December 14, 2013, 05:07:02 PM »
How can I programmatically assign an object target to an anchor?

Well, after some tries. If you assign all of the anchors, then you can get a unified anchor. It would be easier to set the type and then set only one anchor, but this works OK.

  2. = obj.transform;
  3. = obj.transform;
  4. = obj.transform;
  5. = obj.transform;
  6. label.leftAnchor.absolute = -25;
  7. label.rightAnchor.absolute = 25;
  8. label.topAnchor.absolute = 32;

NGUI 3 Support / Re: (!!!) Improving NGUI: Voice your opinion
« on: December 11, 2013, 11:47:34 AM »
First of all, I really like NGUI, and I appreciate all of your continued effort to make it more user friendly.

All NGUI files should be able to compile inside of MonoDevelop. Things like default parameters in C# typically do not compile in Mono, even though they compile in Unity. I always test by building in Mono first to track down obvious errors and warnings, but now, I have to make sure to close NGUI files because some of them have errors.

I would like for most functions to become protected by default. I create classes that inherit from NGUI classes to keep from losing my changes when upgrading to the latest versions. This forces me to manually change some NGUI functions to be protected instead of private. For instance, I have to make UIInput's Start function protected. Then the inherited class makes a "new void Start()" and calls base.Start();

It would be nice if the only times I had to modify my inherited classes were to account for a renamed class (like what I had to do with UIDragScrollView). For that class (and others) I need to add an OnHover function to keep my game's camera from responding to the scroll wheel.

It's done so for consistency. This way your function is guaranteed to be called setting its starting value correctly.

I see now that the message contains "mChecked" parameter. I was previously setting the variables in the received object at compile time and having the function toggle that parameter. Now, I have removed the hard coding, and the function receives the parameter. It is going to cause a noticeable stutter when the option menu is enabled and all of my functions set their parameters to what could have been done at compile time.

I still cannot see the scenario where the Set function will be called without the Start function being called first, so I stand by line 131-136 never being called.

You should, hopefully, never have to code your project in a reverse order of logic just to meet the requirement of the library.

Hi, I appreciated your advice at Unite2013 and when you looked at a game with me and my coworker. I've just updated to the newest version of NGUI 2.6.5b.

I am using a checkbox to change settings in my own personal game. When the panel containing the checkbox is enabled, it calls that checkbox's event receiver, even though I have startsChecked set to false. The problem is that when this happens, the checkbox is now activating my toggled parameter in reverse because checking the box will now set the parameter I'm toggling to false.

I looked through the code, and it seems to me that UICheckbox's Start is in the wrong order. Start calls Set after already setting the mStarted variable to true. I think line 115 and 116 should be reversed. Otherwise, in my humble opinion, line 131 will never return true and you'll always proceed into the else if on line 137. I've modified it in my project and the checkboxes are now working as expected. I'm surprised this never bothered anyone else? :o

I've tried only listing the line numbers to keep from posting any source code to the public eye.

NGUI 3 Support / Re: Labels are invisible on Mac Standalone
« on: August 22, 2013, 01:07:47 AM »
I upgraded to 2.64 and am using the same atlas. I guess it must be some very odd bug with my program instead of NGUI.

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