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Topics - SJones

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NGUI 3 Support / Upgrade compile errors
« on: May 22, 2017, 10:01:05 AM »
So I have been working on a project for many years now and have recently upgraded unity from 3.5 to 5.6 - there where a few minor issues that I resolved, however I have then started to update some packages too, ngui being one of them

so I updated to the latest ngui through the asset store and now have some errors, as I am coming back from a very old build of ngui I am not sure if there is any info related to such a large jump (think I was using ngui 1.x)

if there is some documentation to help with the transition of all the versions that would be cool, otherwise there are some stuff below that people may be able to help with

the first one is in UIGridRename.cs it cant find UIDraggablePanel - from what I understand the dragable panel stuff has recently been updated in V3, any advise how to resolve this one?

second one -UIInputValidator.cs(31,42): error CS1061: Type `UIInput' does not contain a definition for `validator' and no extension method `validator' of type `UIInput' could be found. Are you missing an assembly reference?

third - NGuiSetButtonTweenDirection.cs cant find UIButtonTween.

I got one thats not actually apart of ngui but relies upon it, I got it from the unity forums/help/docs (cant remember exactly where) some time ago that may resolve with the above or something I probably could look at fixing once the others are sorted, but will post it here in case someone can make a suggestion on the fix.
it was used in a drop down list of screen resolutions and has the error "Cannot implicitly convert type `string' to `UIPopupList.Selection' " and "`UIPopupList.Selection' does not contain a definition for `Split' and no extension method `Split' of type `UIPopupList.Selection' could be found."



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Misc Archive / Label text wrapping
« on: January 02, 2015, 12:33:06 PM »
Hi, I am in need of adding extra functionality to labels, I am currently using ngui 2.7.0 due to still working in unity 3.5 so cant upgrade to the latest version of ngui.

My goal is to have an offset on specific lines of the uiLabel, e.g.
Line 1
    Line 2
        Line 3
    Line 4
Line 5

I also require them to conform to the line width (so the indent doesnt effect the amount of text on the line) my coding skills are not that great but taking a look at the UIlabel script it looks like any modifications made would be around the following
  1. else if (mMaxLineWidth > 0 || mMaxLineHeight > 0)
  2.                                 {
  3.                                         fits = mFont.WrapText(mText, out mProcessedText, mMaxLineWidth / scale, mMaxLineHeight / scale,
  4.                                                 mMaxLineCount, mEncoding, mSymbols);
  5.                                 }

Any help would be great, thanks

3
NGUI 3 Support / Multiple animations & button animation
« on: October 24, 2012, 04:42:20 AM »
UIbuttonPlayanimation's toggle feature doesn't work per button instead it works on the last direction the animation set was played.

I have setup multiple animations clips and are playing them with the clip name, however if I play 1 clip forward and go to play the second clip that should also be forward, it plays it in reverse instead.

Is this supposed to happen or is there a better way to animate the same UI elements in different animations

*Edit*
Done some more testing and it doesnt seem to be limited to the last direction the animation set was played, to that point I dont know in what order it plays them.

I have set up a simple test scene with 2 buttons, and 2 animation clips (1 animation script on the parent), each button set to play 1 of the animation and to toggle between forward and backwards.

pressing them in different orders gives different results, some times toggle and some times not.

4
NGUI 3 Support / Object Depth and panels
« on: October 21, 2012, 10:48:05 PM »
I have been doing some research and found an interesting topic on animated objects being put under a different panel for optimising so that there is no need to re-draw all UI objects to get the 1 draw call, with this in mind I attempted this method and found that the depth value no longer has an effect, somewhat expected as they are being rendered in different calls now, however I cant seem to get any depth control.

I have a constantly animated part of the screen that is using a semi transparent texture, that I want to render behind all other UI elements, I have placed it on its own panel and currently it seems to render it as if its on the same layer, am I doing something wrong or is this something that can not be done in NGUI?

5
NGUI 3 Support / Help needed understanding call when finished
« on: October 21, 2012, 03:43:51 AM »
I have searched, read and tried to figure out the "call when finished" field on the animation scripts.

on the UIbuttonplay animation script help page it says this can be used to play another animation after the current one has finished.
http://www.tasharen.com/?page_id=875

however I am strugeling to understand / working this feature, I am not a coder and an artist, all searches have reference to code.

All I am trying to do at the moment is to play a second animation after the first one has finished from a UI interaction (eg. button press etc.) possibly chain more after that if possible.

for the most part I have NGUI working perfectly how I need and has been fantastic tool to work with (way better than the stock unity UI) this though is the only subject I have struggled to research and get a guide on how to do it.

while I say I am not a coder I can do some code but avoid it like the plague, if someone could point me in the right direction to a least programmy way of using this feature I would be most grateful.

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