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Messages - DocLogic

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1
NGUI 3 Support / Re: I suck at updating NGUI
« on: July 31, 2014, 12:23:23 PM »
Thank you!

2
NGUI 3 Support / I suck at updating NGUI
« on: July 31, 2014, 11:07:37 AM »
SuperNewb question, please bear with me

I know to update NGUI, I'm supposed to create a new scene, delete NGUI folder, then import.

Then what?

How do I bring all the stuff from my old scene into this new scene?

3
NGUI 3 Support / Re: Progress bar not reflecting value
« on: March 17, 2014, 11:36:38 AM »
That worked!

thank you so much

4
NGUI 3 Support / Re: Progress bar not reflecting value
« on: March 17, 2014, 09:02:50 AM »
This is with 3.5.4...started a new project yesterday with updated NGUI specifically to test.

5
NGUI 3 Support / Progress bar not reflecting value
« on: March 16, 2014, 04:39:55 PM »
My progress bar isn't reflecting the actual Value. If I move around the value slider in the editor manually, my progress bar on screen reflects the value perfectly.

My script will change the Value, however the progress bar on screen does not change. If I add Steps to the progress bar, it will work perfectly. However, setting Steps to zero, and the progress bar will only update maybe every 5 seconds.

What am I missing here?

  1. function Start (){
  2.           coolTime -= Time.deltaTime;
  3.       percent = coolTime/coolTimeMax;
  4.       slider.value = percent;
  5.       }
  6.      
  7.  
  8. function Update () {
  9.  
  10.   if (Input.GetAxis("Horizontal") != 0 || Input.GetAxis("Vertical") != 0 )
  11.    {
  12.           coolTime -= Time.deltaTime*2;
  13.       percent = coolTime/coolTimeMax;
  14.       slider.value = percent;
  15.    }
  16.    if (Input.GetButton("Fire1")){
  17.  
  18.          coolTime -= Time.deltaTime*4;
  19.       percent = coolTime/coolTimeMax;
  20.       slider.value = percent;
  21.    }
  22.    
  23. if (coolTime < 0) {
  24.          
  25.           computerObject.SetActive(false);
  26.           computerOFFObject.SetActive(true);
  27.           fuseboxObject.SetActive(true);
  28.           fuseboxOFFObject.SetActive(false);
  29.           ALLCAMERASObject.SetActive(false);
  30.           ALLLIGHTSObject.SetActive(false);
  31.           BATTERYOFFObject.SetActive(false);
  32.       cameraMain2.enabled = true;
  33.       coolTime = 0;
  34.       percent = coolTime/coolTimeMax;
  35.       slider.value = percent;
  36.      
  37.      
  38.    }
  39.    if (coolTime > 100) {
  40.       coolTime = 100;
  41.       percent = coolTime/coolTimeMax;
  42.       slider.value = percent;
  43.    }
  44.    if (BATTERYOFFObject.activeInHierarchy){
  45.       coolTime = 100;
  46.       percent = coolTime/coolTimeMax;
  47.       slider.value = percent;
  48.        BATTERYOFFObject.SetActive(false);
  49.    }
  50.    }
  51.    
  52.    function OnTriggerStay (other : Collider) {
  53.     if (other.gameObject.tag == "Player") {
  54.           coolTime += Time.deltaTime*3;
  55.       percent = coolTime/coolTimeMax;
  56.       slider.value = percent;
  57. }
  58. }
  59.  

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