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Messages - ENAY

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NGUI 3 Support / Re: Button -> Slide -> Release Button
« on: June 28, 2012, 04:55:20 AM »
Thanks ArenMook I will take a look at that. :)

NGUI 3 Support / Re: Button -> Slide -> Release Button
« on: June 28, 2012, 12:02:36 AM »
Hmm, can't figure it out. I think what I should do instead is calculate the screen coordinates of where the finger is when it is released and have bounding box checks as to whether or not it hit the button or not. That probably seems like a better way of doing it.

NGUI 3 Support / Button -> Slide -> Release Button
« on: June 27, 2012, 11:47:32 PM »
Is there anyway to detect a button release without having actually pressed the button?

For example, I have my big button and one I press it four more buttons pop out, one on each side. It then looks like a joypad shape. Pressing this button again folds the 4 buttons away.

Now at the moment these 4 buttons require a release of the big button and then another click. What I would like to happen is like a popup selector window.

What I have done now is create it so when the big button is held the 4 buttons appear and fold away when you release the press. Is there anyway of making it so I drag my thumb to left right etc and then register a button press on the other 4 buttons?

Thanks :)

NGUI 3 Support / Re: UIDraggablePanel - Multiple Lines?
« on: June 27, 2012, 10:29:57 PM »
If I use max per line it certainly does populate them into multiple rows, the problem is then it lists them as a whole row before going onto the next line, where I want it to populate them going down the page. I can get the exact behaviour I want using that 90 and -90 hack thing.

Looking at UITable it seems unusual (to me anyway) to be able to specify the number of Columns, but then the Direction is only Up and Down. It should surely be Left or Right.

Or the opposite, Rows :
and then Direction Up and Down.

I know in your previous post you mentioned "UIGrid.columns" but I don't see a columns box in that script.

NGUI 3 Support / Re: UIDraggablePanel - Multiple Lines?
« on: June 27, 2012, 09:39:35 PM »
I am not having a problem with the scrolling, it is the positioning of the sprites in the first place.

I've taken out the -90 and 90 but I still can't get it to format correctly. It only goes up or down.

If there was simple an option for Direction = Right instead of just Up and Down then everything would work ok.

NGUI 3 Support / Re: UIDraggablePanel - Multiple Lines?
« on: June 27, 2012, 07:12:34 AM »
Hi guys, thanks for all the advice. In the end I got it working, the crap way.
I rotated the whole UIGrid by 90 degrees so it scrolls to the right. And the first (and only) object that I will duplicating I rotated -90 degrees.

NGUI 3 Support / Re: UIDraggablePanel - Multiple Lines?
« on: June 27, 2012, 06:11:41 AM »
Aah, yes. Thanks nahoY. I wasn't using UIPanel but now that I am, it seems to be just what I was looking for. Although annoyingly I only have Direction "Up" and "Down" when it want it to go right...

NGUI 3 Support / UIDraggablePanel - Multiple Lines?
« on: June 27, 2012, 03:14:27 AM »
When clicking on the Reposition Now Button, the list is repopulated into a single line. Is there anyway to have this list repositioned into 2 or 3 lines instead of just 1?

I had the idea of creating multiple Panels that could be scrolled with just 1. However that puts lots of complications in, such as having to populate 3 lists instead of 1, not to mention having to have 3 sets of duplicated panel data.

Has anyone else any experience of multiple line Draggable Panels?

NGUI 3 Support / Drag and Drop tutorial
« on: June 26, 2012, 03:45:09 AM »
I am guessing this is already a no, but I don't suppose there is a very simple tutorial on how to use UIDragObject?

I have dissected the Orc equipping and items on a cube examples of drag and drop but they seem a bit advanced for me to look at. I can understand that on the Orc one that once you click on an object it moves from the 3D gui to the 2d gui one. But when I try to take things out, such as deleting the Orc, all of a sudden nothing seems to appear anymore. And the prepared inventory stuff just adds to the confusion.

I'm more interested in the simple functionality, such as just working out how to do something really basic like how to how to drag an item from one box to the other would be really handy.

I had both of these problems. For the 1st problem, I would click in the window and get the menu to appear how I wanted it. I would check out the inspector and note down the x,y,z and then I would simply apply a localPosition transform directly after creating the menu. Poor way of doing it really, but it worked.

I have almost come to the conclusion that this is a bug in NGUI.

Good news of course for Arenmook.

One thing that worried me a bit is that once Unity 4.0 comes out they are no longer going to support Unity 3.5 with bug fixes etc. Seems a bit sudden. If only they had got around to fixing Asset Server and things like that first.

Anyway, I'm looking forward to using NGUI in Unity 4.0 :)

NGUI 3 Support / Re: UIPanel with scroll buttons
« on: June 21, 2012, 03:37:26 AM »
I presume when you say dummy colliders you mean the left and right collider that appears in the UIPanel example?
Hmm. I will have a look and see if that makes a difference. I have this feeling it might stop my arrow buttons working.

NGUI 3 Support / Re: UIPanel with scroll buttons
« on: June 21, 2012, 01:24:27 AM »
Ok, well I think I have almost cracked this now. I moved the buttons for the left and right arrows slightly higher in the Z axis, however after checking the collisions in the editor, I can see that it is still possible to click the invisible buttons, I think I have cracked this now as all I need to do is just disable the buttons you can't see. Not quite sure why UIPanel hides the graphics but not the collisions, but anyhow.

If there is a better way to disable the buttons, I would love to know. :)

NGUI 3 Support / UIPanel with scroll buttons
« on: June 21, 2012, 12:54:09 AM »
Ok, I have a UIPanel but instead of scrolling it with click and drag, I have a left and right button either side.
I click a button and then I move the scroller in code. Simple eh?

Unfortunately I can't get a click to register with the right button because (as I have found out) that the collider is mixed with the hidden elements in the UIPanel.

In other words all the other elements are obscuring the button collision so clicking there does nothing. If I move the button up above the scroller it works, just doesn't work when in the same axis as the scroller.
Any tips on how to get around this?

NGUI 3 Support / Re: OnPress and Drag at the same time?
« on: June 20, 2012, 06:16:24 AM »
BTW I figured it out. I had the UIDragpanelContents on the wrong object. I had it on the directory holding the image and not the actual image itself. Once I put it in the right place everything worked. Thanks for that :)

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