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NGUI 3 Support / NGUI "Example 3 - Menu" + Two Buttons or more Pressed Together
« on: December 27, 2013, 05:06:56 PM »
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:
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.
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:- ActiveAnimation a = panelMainMenu.GetComponent <ActiveAnimation> ();
- if (a) {
- Destroy(panelMainMenu.GetComponent <ActiveAnimation> ());
- panelMainMenu.GetComponent <Animation> ().enabled = true;
- panelMainMenu.transform.position = Vector3.zero;
- panelMainMenu.transform.localPosition = Vector3.zero;
- panelMainMenu.transform.rotation = Quaternion.identity;
- panelMainMenu.transform.localRotation = Quaternion.identity;
- }
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.


Does that mean that the memory footprint is pixel related and that compressing things can reduce or worsen only loading time (General Speaking)?
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.