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Messages - Arowx

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1
NGUI 3 Support / Re: Removing or Clearing Old EventDelegates from OnClick
« on: October 13, 2013, 05:18:51 PM »
I'm not setting the delegate in code, I used the IDE's OnClick settings.

2
NGUI 3 Support / Re: Removing or Clearing Old EventDelegates from OnClick
« on: October 13, 2013, 02:58:08 PM »
OK it's not a prefab issue as I'm not using prefabs (no blue buttons) and 2 buttons that still work fine show up with None in their On Click fields so there definitely appears to be a case whereby the event delegate is being recorded in Unity but is not displayed in the Editor.

3
NGUI 3 Support / Removing or Clearing Old EventDelegates from OnClick
« on: October 12, 2013, 03:23:20 PM »
Hit an issue with Eventdelegates, I have copies a button already setup to call a specific method when OnClick is triggered.

But the OnClick Notify box just shows None.

It looks like Unity has serialised the EventDelegate information but the NGUI interface is not reading it back and showing it in the editor.

Is there a way to clear old EventDelegate information from buttons or a fix to ensure older information is visible in the editor?


4
NGUI 3 Support / Automatic multiple panel navigation?
« on: November 08, 2012, 02:34:10 PM »
Hi Just learning the ropes with NGUI currently using the UIButton Play Animation script to bring in panels, which works fine for simple one stop panels.

The problem is I would like to bring in the shop panel from multiple places in the menu graph and have it return to where the user was after visiting.

E.g. Possible Menu Panel Graphs
Main Menu -> Shop ( close returns to Main Menu )
Main Menu -> Player 1 Setup -> Shop ( close returns to current Player X Setup )

Is there a script(s) in NGUI that handle the stacking of Panel Activation 'Events' in a clean and easy to use way?

5
NGUI 3 Support / Re: Inventory Object Meshes not moving with panel
« on: November 06, 2012, 05:18:38 PM »
My bad static batching enabled DOH!

6
NGUI 3 Support / Re: Inventory Object Meshes not moving with panel
« on: November 06, 2012, 04:41:50 PM »
The NGUI sub components/widgets are moving but the game objects that are the inventory items, 3d models do not?

7
NGUI 3 Support / Re: enable/disable buttons based on a host of conditions
« on: November 06, 2012, 04:01:24 PM »
If all of the boolean values can be stored in a single object, then you can just use getter setter methods to update the states of the buttons when they change as opposed to constantly checking every frame.

So the button calls a method to change the state on the object and then this in turn updates the buttons.

e.g. Pseudo Code
  1. Turn Over Button...
  2.  
  3. OnButton() {
  4.   Player.SetTurnOver();
  5. }
  6.  
  7. Player...
  8.  
  9. SetTurnOver() {
  10.   isCurrentlyPlayerTurn = false;
  11.   updateRelevantButton1();
  12.   updateRelevantButton2();
  13. }
  14.  

8
NGUI 3 Support / Re: Off-screen performance?
« on: November 06, 2012, 02:58:01 PM »
In theory yes as they do not need to be checked to see if the camera can see them, but it depends upon how Unity internally handles active off screen and inactive objects and their meshes/textures/memory usage.

Also any attached scripts are not being processed on Inactive Objects.

9
NGUI 3 Support / Inventory Object Meshes not moving with panel
« on: November 06, 2012, 02:34:30 PM »
Hi can you help, I have a panel that animates in, and all of it's child items move with it, apart from the none GUI game objects I show as inventory items, they do not move?

Hierarchy

UI Root
-Camera
--Anchor
---Panel ( animated )
----NGUI Widgets
----Inventory Items

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