Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - DirtyHippy

Pages: 1 [2]
16
NGUI 3 Support / Github access
« on: December 12, 2013, 02:15:42 PM »
So I am on NGui 2.2.6c (paid version), and I am going to finally bite the bullet and try for 3.x+.

That being said, I figured the best thing to do was to update first to 2.7 before updating to 3.x+ in order to have a stable 2.7 build in case 3.x ends up being a real PIA.  The reason I am hesitant to update to 3.x on my first try is for two reasons:

1) I have written hundreds of custom UI components.  The UI is quite complex, and I don't have the energy going down an upgrade rabbit hole right now if it ends up being a pain.  That being said, the improvements for depth handling among others will send me down this path at some point for 3.x.
2) I don't know if it is a good idea to upgrade directly from 2.2.6c as the upgrade tutorials were likely written with 2.7 in mind and might not cover deprecated functionality from my older version of 2.2.6c.

So I see references to GitHub and access to the older versions.  I have scoured the forums, my email, and the install of NGui I have for a reference on how to access it but to no avail.  Where is this information or what do I need to do to request it?

17
NGUI 3 Support / Getting screen rect for NGui control
« on: September 01, 2012, 09:05:50 PM »
I have been developing a pretty complex gui for a while now, and I've been using a function to get the screen rect (i.e. left, top, right, bottom) that I have written but it isn't perfect and it is driving me nuts.  Is there a simple way to do this?

18
NGUI 3 Support / OnDragCancel event
« on: July 09, 2012, 09:24:52 PM »
Any way you could add a drag cancel event to UICamera line 941 (code below is post-modified code):

This lets the original control who started the drag to receive an event when a drop occurs over a non-collider.  If this isn't correct, it would be great to have the correct implementation.  For now, it seems to be working fine for me.  I am using 2.08 I believe.

  1.                                 else // The button/touch was released on a different object
  2.                                 {
  3.                                         // Send a drop notification (for drag & drop)
  4.                                         if (currentTouch.current != null)
  5.                                                 currentTouch.current.SendMessage("OnDrop", currentTouch.pressed, SendMessageOptions.DontRequireReceiver);
  6.                                         // Send a drag cancel event to the control that started the drop since we are dropping on a non-collider (i.e. empty space).
  7.                                         else
  8.                                                 currentTouch.pressed.SendMessage("OnDragCancel", SendMessageOptions.DontRequireReceiver);
  9.                                 }
  10.  

Pages: 1 [2]