Tasharen Entertainment Forum

Support => NGUI 3 Support => Topic started by: matt1 on July 14, 2013, 11:45:03 AM

Title: Fill bug (what seems to be)
Post by: matt1 on July 14, 2013, 11:45:03 AM
Hi there,

After finally getting my fill amount to adjust during run-time I've ran into another problem.

As you can see in this first picture, the Icon is about .6 filled:

(http://exaro-online.com/snap/1373820078-yFJbat.jpg)

When i play, it's fine and stays as is: (http://exaro-online.com/snap/1373820139-OfD3l1.jpg) (Ignore the image on the right)

However, when I change the amount, lets say I decrease the fill, down to .4 then it will move in the correct direction, but then if I try to move it back down to .6 again it will not do anything

Example 1: (http://exaro-online.com/snap/1373820219-xJetVv.jpg)
Example 2: (http://exaro-online.com/snap/1373820275-6nQHvl.jpg)

My only thought of why this stops working is because of the procedure where everything is combined for 1 Drawcall?

Thanks


Title: Re: Fill bug (what seems to be)
Post by: ArenMook on July 14, 2013, 07:25:13 PM
Eh?
Title: Re: Fill bug (what seems to be)
Post by: matt1 on July 16, 2013, 11:14:14 AM
It's hard to explain, but basically the fill amount slider can only work 1 way whilst playing, if I start at 0 fill, then move it up to 1 then the animation effect will happen, but if i then try to go back from 1 to 0 then the animation won't happen, and regardless of the value it will act like the value is still 1.
Title: Re: Fill bug (what seems to be)
Post by: ArenMook on July 17, 2013, 03:41:42 AM
What animation? How are you animating it? If you're animating some private value like "MRawValue" then you're doing the wrong thing. It has to go through a property -- fillAmount -- in order for it to work correctly.