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Messages - vexe

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I'm having a really weird issue: I have an inventory system with slots instantiated at run-time via a slot/button prefab.
My Anchor is set to topleft. Everything works as expected when I run in maximized mode. However, if I change the inventory position OR run in normal non-maximized view, some if not all the buttons will not detect input at all! Nothing will happen if I hover over them, etc. Although I checked to see if something went wrong with the slots after I moved the bag/inventory, everything is still set right, the colliders, etc. See the images in the attachment.

I created a simple button and changed its anchor, played around with its position in both normal and maximized views, it worked OK, which means it must be a problem with my slot prefab... However, it seems like it's a normal button, see the inspector image I provided as well :/

Please help, I'm really puzzled here... Thanks.

EDIT: If you want to see the code for instantiating:
  1.         public void AddSlot(int i, int j)
  2.         {
  3.                 GameObject slotObj = NGUITools.AddChild(gameObject, slotTemplate);
  4.                 Transform slotTrans = slotObj.transform;
  5.                 float x = SPACE_BETWEEN_SLOTS * (j + 1) + j * slotSize;
  6.                 float y = -SPACE_BETWEEN_SLOTS * (i + 1) - i * slotSize - headerPadding;
  7.                 slotTrans.localPosition = new Vector3(x, y, 0f);
  8.                 var slot = slotObj.GetComponent<Slot>();
  9.                 slot.Init(new Index2D(i, j), new Dimension2D(x, y), slotSize);
  10.                 slots[i].Add(slot);
  11.         }

Just to recap: The background is scaled 105,105,1 the gun is 100,100,1 - that gives the result ^. However, if manually change the gun scale down to 85,75,1 it fits perfectly. My whole journey is to figure out a formula to give me back that new scale I have to apply to the gun.

Hello, In my inventory system, an item could take more than one slot, 2x2, 2x3, 3x3, etc. Each item has a texture - I don't care about the texture size (for a 2x2 item, the texture size doesn't have to be like, 256x256 or 128x128, but it would be better if it was)

Since I'm using NGUI, the item slot is actually a button, with a background, an icon (both sprites) and a label. I instantiate the slots, by using a Slot prefab, which has a script that stores the Slot size, for now I'm using 50. There's also a spaceBetweenSlots variable, which is 5.

So if I had a 2x2 item, its background would be of size 105x105, I scale the background to that size.

But the problem is, the item icon. I can't seem to know how to scale the icon, for it to fit perfectly inside the background. Take a look at the attached pictures.

Now the RedHerb fits, because its size is 594x601 and I'm scaling it by 100x100x1, but the gun is 640x453, if I scale it by the same scale as the Herb, you would get the results above.

Now the question is, how can I scale the icon to perfectly sit inside the background?

My attempts:
I came up with an idea of finding the difference between the icon's and the background's size, I keep scaling down the icon till there's a low dif between the two sizes. But NGUI is giving me a hard time of doing anything -_-

For my idea to work I just need the icon's and the background's size. I searched and found NGUIMath.CalculateAbsoluteWidgetsBounds, I'm not sure how to use it, it asks for a transform, and returns a Bounds, so I gave my background's, it got me back a bound with size of 0.2x0.2, did the same for the icon it gave me back a size of 0.0x0.0 lol O_O what is that?!

I tried background.relativeSize, I got back a V3 of (50,50,1) - The forums says to Scale that by background.cachedTransform.relativeSize, to get the size in pixles, so I did:

  1.  background.relativeSize.Scale(background.cachedTransform.localScale);

Is that correct? is that how to scale two vectors? - I got back a V2 of (1.0, 1.0) :D

Any help would be much appreciated, thanks a lot.

2.6.4 - The line wasn't there.

Hello?? anybody home??

This is a follow-up question for: (only the first part)

After I added the line that ArenMook suggested:
  1. if (textLabel == null) mSelectedItem = null;
It worked well that it didn't auto select an item, but a new problem was introduced, I got what you see in the picture below, whenever I first click on a slot, I get this strange highlight...

What changes should I make in the UIPopupList in order to fix this? Thanks.

Hi, when I try to disable the UIPopupList component on one of my objects, clicking on on the object still shows the popup menu, this is strange. Why is this happening? Thanks.

NGUI 3 Support / Re: Widgets change their parent by themselves?
« on: August 12, 2013, 12:42:21 PM »
The solution was FAQ #2.

NGUI 3 Support / Re: Widgets change their parent by themselves?
« on: August 12, 2013, 07:19:25 AM »
Happens also when I make a prefab out of my widgets...

NGUI 3 Support / Widgets change their parent by themselves? [SOLVED]
« on: August 12, 2013, 06:42:51 AM »
Why is it that whenever I add a widget, with a parent other than the panel, let's say a button, the button will get added under the parent I specify, but the background and its other stuff will go under the panel, why? - And if I manually get everything to where they belong (move the button background from the panel and parent it to the button I created), after a while, the button background just changes parents again, and goes under the panel once more! this is REALLY annoying. What can I do to prevent this?

I would order them nicely, then they suddenly go like the pic in the attachment (happens when I reload stuff from Visual Studio)


In the attached picture is what I'm trying to achieve (this was done in UnityGUI)

The question is, how can I achieve that with NGUI using a popup menu/list?
I believe this could be done by instantiating the list/menu EXPANDED in the place I want (where I right click), how can I instantiate it in its expanded state?

Thanks for the help.

How can I mark this as solved?

OK, for some reason, I REALLY DON"T KNOW WHY, but when I recreated everything (which I already did a couple of time with no good) it worked...........

Note that Edit|Project settings|Physics|Raycasts hit triggers is checked.

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