Author Topic: Prototyping my custom widgets...  (Read 3493 times)

fuileanbh

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Prototyping my custom widgets...
« on: April 01, 2013, 01:49:57 PM »
Recently I asked a question about creating a custom widget template, and Nicki was kind enough to point me in the right direction. I'm having an issue getting my template to work as I wish it to now, though. I am trying to build a couple of scripts that work like Localization,UILocalize, and Language selection work together, but that will allow me to customize individual widgets with different TextAssets. To make it clearer, the Localization feature of NGUI allows you to switch languages, or to set up dialogue files, that you can switch based on events/scenes/etc... What I'm trying to do is create a gang of widgets from a template and have an attached script where I can specify a TextAsset from which all label text and sprites will be specified. Anyone got any ideas?

fuileanbh

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Re: Prototyping my custom widgets...
« Reply #1 on: April 01, 2013, 06:58:39 PM »
Further clarification. I'm not having issues parsing a text file... What The goal is to attach a script to a parent widget that will parse a text file into an array(done). Then I need to have a script attached to child objects (labels, sprites, etc...) reach to that array and retrieve their values and use them to display text or a sprite from the atlas. That second part is what I'm having issues with.

alecmce

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Re: Prototyping my custom widgets...
« Reply #2 on: May 08, 2013, 03:57:35 PM »
If you could link to any resources for making custom widgets, I'd be much obliged! When I search for resources, this is the only thing that seems to come up...

ArenMook

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Re: Prototyping my custom widgets...
« Reply #3 on: May 08, 2013, 05:34:48 PM »
UICreateWidgetWizard is where all pre-defined widgets are created (button, drop-down, etc).