Hi,
In my game I have a direction wheel that gets OnPress/OnDrag notifs from UICamera. Everything works as expected. Now I'm implementing some cinematic scenes, i.e. when the player reached a checkpoint, he's no longer in control and a script is run to control NPCs and the player. So that the player doesn't interfere with the scripted movement, I have to disable the direction wheel, and I'm finding some issues here.
For example, if while I'm pressing the direction wheel, I deactivate the direction wheel's collider, after deactivating the collider I still get OnDrag messages from UICamera. This is AFTER the collider was disabled:
DragSpin:OnDrag() (at Assets/scripts/Components/GUI/DragSpin.cs:88)
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UICamera:Notify(GameObject, String, Object) (at Assets/NGUI/Scripts/UI/UICamera.cs:546)
UICamera:ProcessTouch(Boolean, Boolean) (at Assets/NGUI/Scripts/UI/UICamera.cs:965)
UICamera:ProcessMouse() (at Assets/NGUI/Scripts/UI/UICamera.cs:796)
UICamera:Update() (at Assets/NGUI/Scripts/UI/UICamera.cs:654)
Is there any other way to deactivate a particular widget while showing it on screen, other than deactivating its collider?
Best regards,
Alex