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Messages - r-dotPhunky

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NGUI 3 Support / Re: Extending UIInput
« on: October 09, 2013, 12:06:20 PM »
I had seen a solution out there that didn't appeal to me.  Another search today did find one that seems promising but it does not have a demo so I'm hesitant to buy.

I was also using the whole thing as a learning experience. :)

You answered my question regardless though - Worst case I can make a copy of UIInput and extend from there.

Buuut if UIInput is going to change in a major way, it probably is best to hold off either way.

Thank you a ton, I appreciate your response!


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NGUI 3 Support / Extending UIInput
« on: October 08, 2013, 08:09:08 AM »
Hi ArenMook,

Back in July I asked this question regarding the NGUI license: http://www.tasharen.com/forum/index.php?topic=5022.msg24072#msg24072

Part of that answer was being told that inheriting from NGUI but not including NGUI was the way to go.  That made perfect sense when talking about creating controls using sprites, labels and inputs.

I'm working with the UIInput class.  I'm looking to keep all the functionality of the current UIInput class but add functionality to it.  So far I've been able to accomplish alot of what I want via adding scripts but I ran into a wall when trying to insert newly input text into an existing string in the UIInput field.  I've been trying to capture/move the new text in OnInputChanged but it seems as though I'm creating overhead when I should be working with Append in UIInput directly.

I can derive from UIInput and then implement what I need, but Append is private and I'd need to modify the NGUI source code to allow override which I'd like to avoid - thinking that if you wanted functions to be overridden, you would have written them that way.  Plus sharing the code later adds a step for anyone using it... something else I'd like to avoid.

In this case, how do I proceed?  Do I just need to deal with telling folks to modify NGUI source code later so that I can extend as needed or is there something I'm missing?

Any help is appreciated!

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NGUI 3 Support / NGUI License Question
« on: July 16, 2013, 04:09:52 PM »
Hey there ArenMook,

I purchased NGUI a few months back - I LOVE this product.

I have a license question, though.  On the asset store, I see all kinds of NGUI extensions and addons for sale.  I've not purchased one to look but are those created independently from NGUI or are they created using the framework that NGUI gives us... and then turned around and sold?

If I create a custom component for NGUI... what are the rules for sharing/selling? An example would be I created a custom scrolling UI PopupList (looks/acts like a drop down menu) and a friend joked that I should put it up for sale because he's seen folks asking for it.  Is that kind of thing allowed?

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NGUI 3 Support / Transparency When Creating A 9-Slice Sprite?
« on: January 03, 2013, 11:54:28 AM »
Hi all,

I'm a little stuck and could use a bit of help/advice.  I purchased the NGUI software yesterday - I am loving how easy it was to setup a simple gui for my little game.

So in looking at the "Fantasy" Atlas, I saw how the 9-slice sprites worked.  I wanted to go and create my own, which I've attached as a PNG file. I am using PSD in the project per this post: http://www.tasharen.com/forum/index.php?topic=974.msg4960#msg4960

but I could not attach a PSD file.

I left 3 pixels empty around the edges of my sprite, but when I import it into Unity and add it to the atlas, the border that I left is gone.  Could anyone possibly enlighten me as to what I've done wrong?  I'm guessing it's a simple thing and I'm just dense.  Any help would be greatly appreciated!

Thank you!

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