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Messages - TriplePAF

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1
Hello,

I started a while with the NGUI Menu 3 example for my current project. I'm trying make the menu kids proof. Apparently they like to press all buttons in a panel at once! ;)  If I press two buttons in a panel at once then the Panel Animation Object will be disabled by NGUI and there is a script left on it called: ActiveAnimation. My current workaround is to check the panel state before disabling it and if it's unfinished clean it like this:

  1. ActiveAnimation a = panelMainMenu.GetComponent <ActiveAnimation> ();
  2.                        
  3.                         if (a) {
  4.                                 Destroy(panelMainMenu.GetComponent <ActiveAnimation> ());
  5.                                 panelMainMenu.GetComponent <Animation> ().enabled = true;
  6.  
  7.                                 panelMainMenu.transform.position = Vector3.zero;
  8.                                 panelMainMenu.transform.localPosition = Vector3.zero;
  9.  
  10.                                 panelMainMenu.transform.rotation = Quaternion.identity;
  11.                                 panelMainMenu.transform.localRotation = Quaternion.identity;
  12.                         }


My Question is: How can I prevent the behaviour which set the panel in a inconsistent state after someone pressed two buttons or more at once in the same panel.   

It can be the easiest simulated on the iPad 3 in retina resolution. I'm using NGUI Version: 3.0.7 f3 from the Asset Store.

Kind regards,


Peter Fonk.   

2
Other Packages / Re: UI Starter Kit: Starlink (NGUI + TNet)
« on: November 15, 2013, 10:48:54 AM »
Hello,

Is it allowed to use the artwork from this package in a commercial product. In my case I wan't to use the background pictures (Nebula with the big S inside).

Kind regards,


Peter Fonk.

3
NGUI 3 Support / Re: Switch Atlas Material
« on: November 10, 2013, 10:57:53 AM »
Thanks for explaining it.  8)



Peter.

4
NGUI 3 Support / Re: Switch Atlas Material
« on: November 10, 2013, 08:30:43 AM »
Ok,

Sorry for the delay. I had to rethink your answer a few times. ::) Does that mean that the memory footprint is pixel related and that compressing things can reduce or worsen only loading time (General Speaking)?

To answer my question from you advice: In case of NGUI I should try to get a smaller Atlas or faster shader and not try to compress the texture.

Kind regards,


Peter.     

5
NGUI 3 Support / Re: Switch Atlas Material
« on: November 07, 2013, 03:54:30 PM »
Off-course. I'm already happy that I got your Attention.

The technical reason is that the memory footprint of the GUI Atlas texture will be reduced. I'm not sure that is a good solution for things like GUI Eye candy. ;D As most Developers I like to judge the Quality of the game elements myself (if it's acceptable). The product doesn't use a regular PVRTC compression and I'm curious how it will handle the GUI Atlas texture.


Peter.

6
NGUI 3 Support / Switch Atlas Material
« on: November 06, 2013, 02:59:31 PM »
Hello,

I'm currently playing with Redux from Allegorithmic and can't find a (simple) way to switch my Atlas Material to the Redux Material version. is there somewhere an option to do that.


Kind regards,


Peter Fonk. 

7
NGUI 3 Support / Re: UILabel Issue
« on: September 30, 2013, 11:38:22 AM »
That makes sense.  ;D

Thanks for answering my question.


Peter Fonk.

8
NGUI 3 Support / Re: UILabel Issue
« on: September 30, 2013, 08:37:19 AM »
I'm currently converting some middleware components that are also using UIAtlas.Sprite. My question is what is the equivalent to UIAtlas.Sprite "outer Rect" and "inner Rect" in UISpriteData. My line of code is looking like this:

new Vector3(sprite.paddingLeft * sprite.inner.width, -sprite.paddingTop * sprite.outer.height, 0);

Kind regards,

Peter Fonk.

Should I have started my own topic about this subject?

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