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Messages - kakkou

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1
A problem was settled. ;D
Thank you!

2
UIScrollView isn't invalidated in case of Drag&Drop, so it isn't improved by the correction.

The cause is because UIDragScrollView.OnPress (false) isn't called to the time of a mouse release of an item.

3
" Example 11 - Drag & Drop" but it occurs.

UIDragDropItem makes mDragScrollView disable at the time of drug starting.
Because UIScrollView.Press (false) in UIDragScrollView isn't called at the time of a drug end.
UIScrollView.mPressed won't be false, so you keep clearing UIScrollView.mScroll.

4
I was prepared the minimum package that contains the Script and Scene of occurrence of problem.(NGUI3.6.5 need)

Window will move to the center by pressing the button at the bottom center of the screen.
When you press the button again , the window will move to the end of the screen.
Second and subsequent problem occurs.

Please check please.

NGUIInventryTest.unitypackage

5
I have changed so after you upgrade to 3.6.5 , but did not improve .

I might have let the mistake to you for the lack of explanation.
UIRect.OnEnable() called is not the UIPanel, is UISprite of its child hierarchy.

6
Thank you for reply .

UIPanel.UpdateTransformMatrix() called in UIPanel.LateUpdate() it, but it is certain
In the case UIRect.mStarted is true, the problem is UIPanel.UpdateTransformMatrix() would have been called in UIRect.OnEnable().
UIPanel.UpdateTransformMatrix() is not updated at the timing of UIPanel.LateUpdate() of the frame count for that.

I put a screen shot the stack trace.

7
UIPanel.worldToLocal will be updated by calling the UIPanel.UpdateTransformMatrix.
However, since the frame count is recorded , then calling the method again in the same frame during the count will not be updated .
Therefore , UIPanel.UpdateTransformMatrix is being called in advance , changes to the UIPanel.transform are not reflected in the UIPanel.worldToLocal.


The problem occurred under the following conditions .

1.Place the GameObject with UISprite children to GameObject that has a UIPanel.
2.I will deactivate the GameObject with UISprite. (To the value to True of UIRect.mStarted)
3.I want to activate the GameObject with UISprite. And I move the GameObject with UIPanel use PositionTweener. ( I do at the same time by a script)
4.SpriteMesh generated by UIPanel has shifted .


When GameObject with UISprite is activated, UIPanel.UpdateTransformMatrix() is called in UIRect.OnEnable().
transform.positon of UIPanel moved by PositionTweener is not reflected in UIPanel.worldToLocal.
Therefore, the relative positions of the UIPanel and UIWidget are not displayed correctly.

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