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Topics - Yukichu

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NGUI 3 Support / UIPlaySound Request for OnDoubleClick
« on: September 26, 2013, 04:38:05 PM »
Could we get UIPlaySound to have OnDoubleClick as part of the default options?

Possibly even all of the default events... never know, might be useful.

NGUI 3 Support / NGUI 3.0: Multiple UICameras
« on: September 26, 2013, 02:02:18 PM »
I have multiple UICameras due to using the KFGMapSystem (it has two UICameras, one for minimap, one for fullsize map)

I upgrade to NGUI 3.0.  Each individual UICamera is no longer configurable, as they all use a single configuration of the first-found-in-the-scene UICamera.

Issues are: 
If one camera has an audio listener, all cameras have audio listeners.
I cannot disable options for the MiniMap cameras and still have options available for main UI Camera.

So...  what are my options?  Creating a custom UICamera?  Could I just remove the following chunk of code from UICameraEditor.cs and everything work fine presumably?

  1.                 if (UICamera.eventHandler != cam)
  2.                 {
  3.                         serializedObject.Update();
  4.                         EditorGUILayout.PropertyField(serializedObject.FindProperty("eventReceiverMask"), new GUIContent("Event Mask"));
  5.                         EditorGUILayout.PropertyField(serializedObject.FindProperty("clipRaycasts"));
  6.                         serializedObject.ApplyModifiedProperties();
  8.                         EditorGUILayout.HelpBox("All other settings are inherited from the First Camera.", MessageType.Info);
  10.                         if (GUILayout.Button("Select the First Camera"))
  11.                         {
  12.                                 Selection.activeGameObject = UICamera.eventHandler.gameObject;
  13.                         }
  14.                 }

NGUI 3 Support / Static Panels and new UILabels...
« on: September 24, 2013, 01:59:12 PM »
Without me having to actually break a bunch of stuff to figure this out...

The new UILabels having the ability to resize freely, or resize height - should they, or could they, go in a static panel?  I presume since the geometry on a clamp/shrink label isn't changing that they are fine to be in a static panel.  I guess I'll find out one way or another shortly.

NGUI 3 Support / Event Receiver Weirdness
« on: September 12, 2013, 03:16:55 PM »
Just some inconsistencies in pre-3.0 nonprofessional version...

Create a checkbox (I know it's going away, but still) and the EventReceiver is empty.
Create a new script object for the checkbox, add OnActivate (default function name) and it works.  It's receiving the event by default.

Create a UIInput (more relevant) and the EventReceiver is empty at default as well.
Create a new script object for the UIInput, add OnSubmit (default function name) and it works.  It's receiving the event by default.

Create a UISlider, and EventReceiver once again is empty by default.
Create a new script object for the UISlider, add OnSliderChange(float val) (default function name) and it does not work.  After looking at the UISlider code, I saw it was looking for an EventReceiver object and would not work otherwise.  Once I added the gameobject of itself to the EventReceiver, it then started working.

I believe I read the 3.0 version of NGUI was changing the Event system in some manner, and it this doesn't really matter in the future that's cool.  It was just very frustrating when other NGUI objects behaved in one way, so I didn't think the UISlider would behave any differently. 


NGUI 3 Support / Issues
« on: August 30, 2013, 03:05:00 PM »
Unity 4.1.5f1
Windows 7

1. The tab-cycle functionality of the UIInput is very spotty.  I've tried setting them multiple times.  The inspector says the object (which I've named uniquely and verified is pointing to the correct next-object for tabbing) it should work.

When running, the tab-cycle is not reliable.  I have 4 UIInputs, A/B/C/D where they are set to tab-cycle to the next one.  When running, it tabs A-C-A-C-A...   I read a forum post on a custom tab implementation, I suppose I'll have to do my own as well.

2. Why is it that occasionally I'll add a widget and just won't completely work?  I about beat my head open trying to get some UIInputs to work, but they would not let me edit them.  I eventually created a new one, and it worked.  I verified every setting I could see in the inspector against the ones that were not working and they were the same, yet... would not work (yes, I disabled the working UIInput to make sure it wasn't interfering with the nonworking one.)

3. Why are there things, such as 'showLastPasswordChar' or whatever it's called on the UILabel that are in the API documentation, but just not usable by default?  I understand I can pick through the code and change it, but... doesn't make sense really.  I do appreciate having the code access, as I just wrote it how I wanted it, I'm just curious is all.

4. I was quite disappointed to find out I have to shell out 15 bucks to easily have the UIInput have a blinking caret, move the caret around the text input, cut/paste, etc.  I would really hope/think this would be part of the default package.  I really understand things like health bars, floating text above your head, additional widget types, etc.  Those make perfect sense for people to develop/sell, but a close-to-core functionality of a text input just seems... weird.

I guess that's it.  On the upside, everything else is lovely.  I wrote a wonderful review because it's how I feel.  I wrote a massive GUI using OnGUI/GUIText/GUI and while it works... it is a nightmare to manage/understand/update at times, and the amount of time developing the most basic options screen.  I'm hoping the new Unity GUI doesn't replace this completely and my money was well spent.

Edit:  5.  When copy/pasting widgets, often the pasted object will have a UIPanel attached to it.  Is this normal behavior?  Maybe it's only when I'm pasting outside of the UI Root perhaps, I'll have to investigate further.  I've seen it happen 4-6 times now.

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