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Messages - yuewah

Pages: 1 [2] 3 4 ... 13
16
how about use of transform.GetSiblingIndex() ?

17
Actually, when traverse the transform hierarchy tree using GetComponentsInChildren, it returns an array of UIPanel with the same sort order as uGUI. It would be easier than using UIPanel.depth

  1. foreach ( UIPanel panel in this.transform.root.GetComponentsInChildren<UIPanel>() )
  2. {
  3.      Debug.Log( panel );
  4. }



18
Any plan to add feature of NGUI UIPanel depth sorting by Transform Hierarchy ?

I have tried to modify the UIPanel.cs

static public int CompareFunc (UIPanel a, UIPanel b)

Maybe it is possible to sort the UIPanel by its Transform Hierarchy Depth and SiblingIndex

19
In order to support parameter with reference, just modify EventDelegate.cs a bit

  1.  [System.NonSerialized] ParameterInfo[] mParameterInfos;
  2.  
  3.  mParameterInfos = mMethod.GetParameters();
  4.  
  5. for (int i = 0, imax = mArgs.Length; i < imax;  ++i)
  6. {
  7.           if ( mParameterInfos[i].IsIn || mParameterInfos[i].IsOut )
  8.           {
  9.                mParameters[i].value = mArgs[i];
  10.           }
  11.           mArgs[i] = null;
  12. }
  13.  

20
NGUI 3 Support / Re: color gradient sprites
« on: October 28, 2014, 10:41:26 AM »
+1

21
NGUI 3 Support / Re: why EventDelegate allow 'void' return type only ?
« on: October 28, 2014, 05:41:55 AM »
In order to support parameter with reference, just modify EventDelegate.cs a bit

  1.  [System.NonSerialized] ParameterInfo[] mParameterInfos;
  2.  
  3.  mParameterInfos = mMethod.GetParameters();
  4.  
  5. for (int i = 0, imax = mArgs.Length; i < imax;  ++i)
  6. {
  7.           if ( mParameterInfos[i].IsIn || mParameterInfos[i].IsOut )
  8.           {
  9.                mParameters[i].value = mArgs[i];
  10.           }
  11.           mArgs[i] = null;
  12. }
  13.  

22
NGUI 3 Support / Re: why EventDelegate allow 'void' return type only ?
« on: October 28, 2014, 04:44:16 AM »
If it can not support return type, is it possible to support getting the result in parameter with reference, i.e. ( out bool result ) ?

23
NGUI 3 Support / why EventDelegate allow 'void' return type only ?
« on: October 28, 2014, 04:15:58 AM »
why EventDelegate allow 'void' return type only ? Is it possible to support 'bool' return type ?

24
I also have the same problem, I guess it may be Unity3d bug. Can you update NGUI with the work around by initializing them in Awake ?

25
Yes, I will report it to Unity with a simple project containing NGUI script.

26
I am using Unity 4.5.4, Window 7 64bit, NGUI 3.7.3

when I instantiate either Prefab 1 or Prefab 2 around several thousand clone, it crash in the android device when I am going to take detailed memory sample from profiler.

Prefab 1 ( active = false )
|- Sprite ( UISprite , active = false )

Prefab 2 ( active = false )
|- Label ( UILabel , active = false )

It does't crash when using other simple script, e.g. UIWidget, UIButton etc.
It does't crash in iOS device
It does't crash in PC standalone


27
NGUI 3 Support / Re: NGUI 3.x.x Android Perfomance and Memory Issues
« on: September 25, 2014, 10:47:08 AM »
what is the "Detailed View" in memory area the profiler? it shows all data in the memory.

http://docs.unity3d.com/Manual/ProfilerMemory.html

28
NGUI 3 Support / Re: NGUI, 4.3 and new Sortyng Layers
« on: September 14, 2014, 06:33:09 AM »
I also want NGUI can officially support Renderer.sortingLayerID

29
NGUI 3 Support / MonoTouch.UIKit Inspiration.
« on: July 13, 2014, 12:21:50 PM »
MonoTouch.UIKit is c# wrapper for iOS UI framework, its feature is very complete, robust. I would recommend NGUI can implement its features or its design pattern as well as the naming of UI component.

UIImage, UIImageView, UIButton, UIScrollView, UILabel, UISlider, UISwitch, UITextField, UITextView, UITextInput etc

30
You should call Finish() before ResetToBeginning().

Can also probably change the function to:
  1.         public void ResetToBeginning ()
  2.         {
  3.                 Finish();
  4.                 mReset = true;
  5.                 mActive = true;
  6.         }

Thank, that's what I changed, would you add this fix to next update.
I think the common use case for the Typewriter Effect is Dialogue Text.
e.g.
1. Play the dialogue text with Typewriter Effect
2. Click to finish the text
3. Click again to update text with next dialogue
4. Repeat 1.

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