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Messages - nilton_felicio

Pages: [1]
1
NGUI 3 Support / Re: UI Label Break words
« on: October 27, 2015, 12:57:33 PM »
OK.

Thanks for your help and great support with your product.

I managed to solve the problem. Removed ngui of my project, I'm using Unity GUI it's all working.

Just use the logic here. If playmaker with ngui does not work, but playmaker with uGUi is working properly. where is the problem?

2
NGUI 3 Support / Re: Intermittent Text Wrap Bug on UILabel
« on: October 24, 2015, 10:16:07 AM »
Hi ArenMook.
The problem is very similar it breaks the words counting letters.
If you look at my post and the third photo you will see that he is breaking the words counting letters.
In GUIJamer the problem, he does not want that line which has the "e".
But if you notice, you'll see that the word "be", could not have been separated or she would be on the top line or she would be on the second line with the word "be" a complete and not separated.

3
NGUI 3 Support / Re: UI Label Break words
« on: October 24, 2015, 10:06:57 AM »
Hi ArenMook.

I understand that you may not ngui.
But.

There is no Null spaces between letters.
The two variables contain the same texts.

string txt = "Não se preocupem com nada, mas em todas as orações peçam a Deus o que vocês precisam e orem sempre com o coração agradecido. E a paz de Deus, que ninguém consegue entender, guardará o coração e a mente de vocês, pois vocês estão unidos com Cristo Jesus."

FsmVariables.GlobalVariables.GetFsmString ("msgTexto").Value = "Não se preocupem com nada, mas em todas as orações peçam a Deus o que vocês precisam e orem sempre com o coração agradecido. E a paz de Deus, que ninguém consegue entender, guardará o coração e a mente de vocês, pois vocês estão unidos com Cristo Jesus."

Only ngui is working with the contents of the variable of a strange way.
He works letter after letter, counting the spaces between words, and what does not fit the width is thrown line underneath.
Are not only the words of the example that was the problem, that is a word that goes beyond the edge of the width is broken between words.
If you see the third photo to send earlier, letters are being justified when I configured to align the left.

When the correct word after word would count and what does not fit in the width would play the last word to line underneath.

Debugging the global String, check that it is correctly returning without spaces or any other problem. The problem only happens when I want to write it on the screen using UI Label.

If you think I'm doing something wrong let me know I need help and not just a response saying: "That's not ngui's doing.".
Let us together find a solution to my problem, ngui appreciate with 10 stars. Bugs if there is possible in any application. So we have to understand and try to correct. If the error is being my about the misuse of ngui guide me so I can do it right.

4
NGUI 3 Support / Re: Font Word Wrapping Chopping up Words
« on: October 23, 2015, 06:55:07 PM »
I did find this post only now. And my desperation for a solution just opening another post. Some solution on this?


http://www.tasharen.com/forum/index.php?topic=13718.0

5
NGUI 3 Support / Re: Intermittent Text Wrap Bug on UILabel
« on: October 23, 2015, 06:41:09 PM »
I'm having the same problem. Opening a forum post. I am losing the head with this.


http://www.tasharen.com/forum/index.php?topic=13718.0

6
NGUI 3 Support / UI Label Break words
« on: October 23, 2015, 07:37:06 AM »
Hi.
I'm having trouble with UILabel.
I apologize for my google English.

Unity 3d 5.2.1f1
Playmaker 1.7.8.3p2
NGUI 3.9.4b

The screens that follow are only an example, I made notes on them.

In my game texts are dynamically changed several times according to user interaction.
The problem is that when loaded with the text through a String Global Playmaker, The texts are justified through the character, causing the line breaks in the middle of words. The texts are configured to align the left.
Sera that this string has to be treated before being loaded into the UI Label?

2 following examples.
Before play.

IMAGE
https://www.dropbox.com/s/5eavkvmmy45lqc5/1.jpg?dl=0


To play with the code as well.
  1. using UnityEngine;
  2. using System.Collections;
  3.  
  4. public class setTextNGUI : MonoBehaviour {
  5.        
  6.         void Start() {
  7.                 string txt = "Não se preocupem com nada, mas em todas as orações peçam a Deus o que vocês precisam e orem sempre com o coração agradecido. E a paz de Deus, que ninguém consegue entender, guardará o coração e a mente de vocês, pois vocês estão unidos com Cristo Jesus.";
  8.                 UILabel lbl = GetComponent<UILabel>();
  9.                 lbl.text = txt;
  10.         }
  11. }

IMAGE.
https://www.dropbox.com/s/hwibowav87uiymg/2.jpg?dl=0




Causing the problem:
  1. using UnityEngine;
  2. using System.Collections;
  3. using HutongGames.PlayMaker;
  4.  
  5. public class setTextNGUI : MonoBehaviour {
  6.        
  7.         void Start() {
  8.                 string txt = FsmVariables.GlobalVariables.GetFsmString ("msgTexto").Value;
  9.                 UILabel lbl = GetComponent<UILabel>();
  10.                 lbl.text = txt;
  11.         }
  12. }

IMAGE
https://www.dropbox.com/s/79iq7r68ih342b4/3.jpg?dl=0



I'm using void Start () only for testing. It will be a function called via a button.
Could anyone help me? Am I doing something wrong?

7
Other Packages / Re: After I updated to 3.0.3 Ngui
« on: October 26, 2013, 08:27:14 PM »
Tanks

8
Other Packages / After I updated to 3.0.3 Ngui
« on: October 25, 2013, 09:13:23 PM »
After I updated to 3.0.3 Ngui am getting the following errors in text Ngui HUD 1.7, I'm using Unity 3D 4.2.2




Poderia corrigir isso por favor?

9
NGUI 3 Support / Re: Localization: PlayerPrefs gets wrong language
« on: September 27, 2013, 02:03:15 PM »
Worked. Thank you.
Changed here:

before:

void Awake ()
    {
        if (mInstance == null)
        {
            ...
           
            print ("start language: " + startingLanguage);
           
            currentLanguage = PlayerPrefs.GetString("Language", startingLanguage);
           
            print ("start language: " + startingLanguage);
            print ("current language: " + currentLanguage);
           
            ...
        }
    }

Later:

void Awake ()
    {
        if (mInstance == null)
        {
            ...
           
            print ("start language: " + startingLanguage);
           
            currentLanguage = PlayerPrefs.GetString(null, startingLanguage);
           
            print ("start language: " + startingLanguage);
            print ("current language: " + currentLanguage);
           
            ...
        }
    }


 ;D ;D

10
NGUI 3 Support / Re: Localization: PlayerPrefs gets wrong language
« on: September 27, 2013, 09:05:28 AM »
I'm sorry. But it is still not working. He's not wiping player prefs in a legal way. Localization used in a final project has not even had a problem, I was super happy with the result. But now I'm having this problem, it persists in one language. Starting in Language he me the right language I queronaquele moment, but the game screen it prints a language that somehow this in memory. If you can arrange another solution thanks.  :-\

11
NGUI 3 Support / Re: Localization: PlayerPrefs gets wrong language
« on: September 26, 2013, 07:24:51 AM »
I'm having the same problem. I tried the solution of amaranth, but for me it did not work. Ngui support could give a solution to this?

12
NGUI 3 Support / Re: Scroll bar problem size
« on: March 26, 2013, 02:05:14 PM »
Problem solved. The background must have the same height as the forenground.

13
NGUI 3 Support / Re: Scroll bar problem size
« on: March 26, 2013, 12:58:45 PM »
Scroll Bar comprises Background and Foreground. With Slider thumb is. I'm not using Slider. And it just this distorted when it reaches "0" or "1". As he glides through the distortion does not happen, everything is perfect.

14
NGUI 3 Support / Scroll bar problem size
« on: March 26, 2013, 09:00:06 AM »
I'm using componete Scroll Bar with Background and Foreground with simple sprite type. I do not want sliced​​. I packed my sprites so as not to distort. The problem is that when the value reaches "0" or "1" distorts. I would not distort. How to solve? Photo attached. Thank you and sorry for my English.


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