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Messages - Fbary

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16
NGUI 3 Support / Re: UIEventListener confusion
« on: June 05, 2012, 05:28:17 AM »
Attach a script with a FunctionA() in it to the gameObjectA.
Attach UIButtonMessage to the gameobjectB.
Set gameObjectA as target of UIButtonMessage, and write "FunctionA" in function name field.

Now gameObjectA will send a message wich will activate that function in gameObjectB.

GameObjectA can be a manager, and every other object can speak with it to activate its functions =)

17
NGUI 3 Support / Re: Color Picker
« on: June 04, 2012, 06:44:06 PM »
I think my problem is in the getPixel or in the UICamera.lastTouchPosition.

Have you ever tried to build a color picker using Ngui? Just to know if you have a working example, or something else..

18
NGUI 3 Support / Re: Color Picker
« on: June 04, 2012, 11:16:35 AM »
Sorry if I re-open this thread, but I need a little help with this kind of stuff =P

I've fully created a color picker working with OnGui. Now, to avoid all the problems linked with this structure, i started working with Ngui. Here i've found some problems..

I created an UITexture in the scene, and with the OnPress/OnDrag functions i worked as you said..but it doesn't want to work =P

I used Texture2D.getpixel instead ReadPixel, as I did in my original script. I save my position during the OnPress with UICamera.lastTouchPosition, then I convert the x and y coord from float to int. At last I use getpixel. All this lines worked perfectly with my OnGui script, what I need to change to make it works?

The mainTexture in UITexture is a "Texture" type, not "Texture2D". Can be possible to use that texture for my Picker, without an extra cast..?

If i can't solve these problems, i'll work without OnPress function, but just with a normal raycast structure..

I'll wait for answers, thank you for your patience =P



19
NGUI 3 Support / [info] chat text
« on: May 09, 2012, 07:35:08 AM »
hi Aren!

I've a little question about text for a chat window. I've tried to build a window using UIText List, UIChat Input and UIInput, like the example 12. Everything is working fine, but i've a question about it. Is it possible to interact with the text, like selecting it, or use an external scrollbar to slide the text inside the area?

I just want to know if i can build a full chat system.


Waiting forward to answers =P

20
NGUI 3 Support / [info] Tween
« on: April 24, 2012, 11:01:21 AM »
Hi, i've a little problem with a tween position. I'd like to know if it's possible to activate a tween when the gameobject is activated. If I use a OnEnable function can i reach a "reset tween" or "start tween" or something else?

If the tween position script is checked, the animation starts when the scene start. I just want to activate the animation everytime the object is activated.

I tried to use UIbuttonTween to activate that tween, but i've some problem with the transform.. So, before working on that problem, i'd like to know if it's possible to do what i've asked =P


Thank you for patience =P

21
NGUI 3 Support / Re: [info] Exporting Prefab
« on: April 19, 2012, 03:48:29 PM »
yep, i exported a prefab as package, and tried to reimport it in another project. All the atlas were missing (i had to set them one by one), and there were other resolution and scale problems..

I just tought that would be easier to export a part of a project made with nGUI =P

22
NGUI 3 Support / [info] Exporting Prefab
« on: April 19, 2012, 03:57:10 AM »
I need to know something about exporting UI package. I'm creating a UI for a project, but i started working on it in another external project. I wanted to develop al the UI structure and then exporting it as a prefab and importing it in my main project. Is it possible without any problems? (like missing scripts, altas etc..)


Waiting forward to answers =)


23
NGUI 3 Support / Re: Popup menu Question
« on: April 13, 2012, 08:54:54 AM »
Thx Nicki! I did it, e now it's working good =)


24
NGUI 3 Support / Re: Popup menu Question
« on: April 13, 2012, 05:39:09 AM »
Yes, it actualy does. I'm using a custom atlas for background, highlight etc textures, and for the font i'm using the standard Fantasy one.
So you're telling me that i have to put all the main textures/sprites used for UI in the same atlas of the Font? I'll immediately create one atlas/font like this =)

Thank you for answered me =)

25
NGUI 3 Support / Popup menu Question
« on: April 12, 2012, 11:07:49 AM »
Hi, i'm new to this forum and, first of all, i want to thank the staff =)
Sorry for my English, tell me if you don't understand what i mean xD

I've purchased NGUI pack from the asset store, i'm working with it and i find it perfect for all my actual and future projects =)

Actually i'm working/studyng with popup menus. The structure is great, and i've build immediately a good starting UI. I'm using a list of popup menus (one under each other), and i found just a little problem. When my menu opens, it opens over the other menus (closed), when it happen i can still see the label behind. I tought that putting all the menus on the same Zdepth, when they was open the background of the list would have been over them, covering them. Where do i go wrong? A popup menu list in the same column can't be in the same Z?

Looking forward to answers, I'll thank you for reading. =)

ps: tell me if need some screenshots, maybe it's not totally clear @.@

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