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Messages - honohanf

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NGUI 3 Support / Re: Reordering of sprite upon addition to Atlas
« on: June 06, 2014, 02:54:26 PM »
It seems the standard Sort() function in the RebuildSpriteList() function is producing an incorrect result.

As I labelled my spritesheet sprites from 1 and not zero, replacing the call to mSpriteNames.Sort() with the following did the trick:


         int amountOfSprites=mSpriteNames.Count;
         mSpriteNames.Clear();
         for(int i = 1;i<amountOfSprites;i++)mSpriteNames.Add (mPrefix+i);

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NGUI 3 Support / Reordering of sprite upon addition to Atlas
« on: June 06, 2014, 02:40:07 PM »
Hey, how's it goin folks?

I've incorporated a spinning coin sprite into my HUD, and the sprites are labelled coin1,coin2,... all the way up to coin12. But what seems to be happening in the UISpriteAnimation is that it goes from 1 to 10 then 11,12 and back to 2 through to 9 then restarts at 1.

Has anybody else come across anything like this? I think it might be something to do with Atlas packing but can't be sure.

And unfortunately there's no method to expose the sprites and reorder them in the Sprite Animation.

Are sprites limited to (0) or 1-9? I've got 12.

Any information would be greatly appreciated.

3
NGUI 3 Support / Re: HUD 2 camera system transparency question
« on: May 13, 2014, 12:51:09 PM »
Sweet, Thanks!

4
NGUI 3 Support / Stop touches propogating OnClick()
« on: May 13, 2014, 12:47:18 PM »
I'm using Prime31's Touchkit for swipe & screen area tap recognition, and I've then got a few NGUI buttons overlayed.

Obviously I've got the Touchkit script running after UICamera in the script execution order, but touches still propogate down even if they spark OnClicks from the buttons.

Is there a quick way of stopping these touches getting past NGUI, or do I need to couple the classes (ugly) with some lock booleans etc?

5
NGUI 3 Support / HUD 2 camera system transparency question
« on: May 12, 2014, 11:38:14 AM »
Really basic question here that I could not find an answer to via search:

With the two camera setup, does transparency on the ngui sprite and camera affect the rendering of the main scene camera?

What I mean is, because the cameras are separate entities, is the transparency applied to the rendered frame (pixel level) or does it affect the rendering on a fragment level?

I'm trying to get my game to run on early devices, and I thought that I'd have to use square buttons but circular ones don't seem to affect rendering time in the editor at all.

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