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Messages - mulova

Pages: [1]
1
UICamrea.longPressTooltip doesn't work for mobile touch input.
Actually, UICamera.deltaTime is always 0 because of touchBegin is reset to false while touch is pressed. (UICamera:1522)

2
Currently, Atlas Texture format is set to ARGB32 and readable after modified by AtlasMaker.
Please restore the texture format and properties after modification.

3
NGUI 3 Support / Re: UIButton.OnClick() error handling
« on: August 21, 2014, 08:24:23 PM »
You are absolutely right. But there may be exceptional cases hardly found.
And Programmers like me always make mistakes.  :(
If all the buttons doesn't work in real situation it would be like hell.
I think exception handling makes NGUI robust.

4
NGUI 3 Support / UIButton.OnClick() error handling
« on: August 18, 2014, 09:42:35 PM »
All UIButtons are not responsive after the UIButton.onClick EventDelegates throws error.
It's because UIButton.current is not null afterward.

  1.         protected virtual void OnClick ()
  2.         {
  3.                 if (current == null && isEnabled)
  4.                 {
  5.                         current = this;
  6.                         try {
  7.                                 EventDelegate.Execute(onClick);
  8.                         } finally {
  9.                                 current = null;
  10.                         }
  11.                 }
  12.         }
  13.  

5
NGUI 3 Support / moving UIWidget is not easy when it is small
« on: June 19, 2014, 07:46:05 AM »
If a sprite is small enough, I can't move sprite by mouse drag in scene view without magnifying view.
Instead the sprite is resized even the mouse icon is the 'move' icon
I think it would be good if I can move sprite by mouse drag + alt/control combination.

6
After 'switching to 2D collider', UIPopupList doesn't respond to the mouse hover and click.
But the patch fixes it.

7
NGUI 3 Support / Re: Only enable the move handle
« on: May 23, 2014, 07:25:09 PM »
You can do it by folding UIWidget inspector(like UISprite)

8
NGUI 3 Support / UIButton for Collider2D doesn't work.
« on: April 10, 2014, 01:51:04 AM »
I set EventType of UICamera as Unity2D but UIButton doesn't work.
I found that UIButton.isEnabled only handles Collider, not Collider2D
Please check it out.

9
And when adding EventDelegate with parameter value by script, paramter values are discareded
At EventDelegate.Add() method, new EventDelgate is created and added but paramters are not copied.

10
3.5.6 rc1 is so useful for me because of the parameterized EventDelegate!  ;D
But there is no way to remove the EventDelegate with parameters after adding it to the list by script.

11
I'd like to check if the 'widget group' is visible or not instead of a single widget.
It would be good to have IsVisible(UIWidgetContainer) or IsVisible(GameObject).

12
To use lazy instantiation of widgets according to the Panel's clip bounds,
it would be good to make UIPanel.IsVisible(Vector3 a, Vector3 b, Vector3 c, Vector3 d) visible to public.
Or how about introducing IsVisible(Bounds) method?

13
NGUI 3 Support / How about WidgetChangeListener?
« on: December 01, 2013, 08:36:31 PM »
While implementing layout manager, I realize it would be good to have ChangeEvent dispatchers at UIWidget class.
Then a manager may check if it is changed and realign widgets efficiently.
And it may be used in some other purposes as well.
How about adding change listeners at widgets?

14
UIFont.isDynamic seems not consider 'mReplacement'. Is it intended?
  1. public bool isDynamic { get { return (mDynamicFont != null); } }
  2.  

  1. public bool isDynamic {
  2.         get {
  3.                 if (mReplacement != null) {
  4.                         return mReplacement.isDynamic;
  5.                 }
  6.                 return (mDynamicFont != null);
  7.         }
  8. }
  9.  

Pages: [1]