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Messages - WinWin123

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1
NGUI 3 Support / Re: Typewriter Effect OnFinish problem
« on: December 30, 2015, 06:07:13 AM »
Oh thanks a lot ><

2
NGUI 3 Support / Typewriter Effect OnFinish problem
« on: December 29, 2015, 11:00:33 PM »
Hello, in the Update function of the TypewriterEffect.cs
void Update ()
   {
                .............Other codes

      // Alpha-based fading
      if (mCurrentOffset >= mFullText.Length)
      {
         mLabel.text = mFullText;
      }
      else if (mFade.size != 0)
      {
         //..........Other codes
      }
      else if (mCurrentOffset >= mFullText.Length)
      {
         current = this;
         EventDelegate.Execute(onFinished);
         current = null;
         mActive = false;
      }
   }

The first if condition is the same as the last else if condition (mCurrentOffset >= mFullText.Length)
So basically it will never enter the last else if block and execute the onFinish function?
( I have changed the last "else if" to "if" for now )
Thanks~

3
NGUI 3 Documentation / Re: UIPanel
« on: August 27, 2015, 05:06:42 AM »
Thanks, That's very clear.
I am now having another concern.
I know that you encourage us to have a panel for each window.
I can see the advantage that solely setting the depth value of the panel can avoid windows mix up with each other if there happen to have two windows at the same time.
However, this increase the draw calls even when all elements in those panels are having same material or texture.
Is there any other ways to keep the draw call down to one in this case while I can still effectively handle the depth of these windows?
Thanks :)

4
NGUI 3 Documentation / Re: UIPanel
« on: August 14, 2015, 07:09:51 AM »
hello, I am really new in Unity. Wanna ask that what's the difference between StartAt and explicit in Render Queue?
And what's the relationship between Render Queue, sort order and the depth value in UIPanel?
Thanks @@ I'm confused about these concepts.

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