mmm ok i was afraid of that, any tips on how to achieve it?, i´ve been poking in the uicamera script changing almost everything that has to do with controller and mcurrenselection, mnextselection but it just wont work.
this is the juicy part of my uibuttonxbox script
void GetInput()
{
if (NGUITools.GetActive (this) && UICamera.selectedObject == this.gameObject) {
//izquierda
if(XCI.GetDPad(XboxDPad.Left, player) && !DPadLeft) { //Si no se habia presionado previamente y el boton indica estar presionado == ButtonDown
DPadLeft = true;
}
if(!XCI.GetDPad(XboxDPad.Left, player) && DPadLeft) { //Si se habia presionado previamente, pero ahora el boton no esta presionado == ButtonRelease
DPadLeft = false;
if (NGUITools.GetActive(selectOnLeft)) UICamera.selectedObject = selectOnLeft.gameObject;
}
//derecha
if(XCI.GetDPad(XboxDPad.Right, player) && !DPadRight){
DPadRight = true;
}
if(!XCI.GetDPad(XboxDPad.Right,player) && DPadRight){
DPadRight = false;
if (NGUITools.GetActive(selectOnRight)) UICamera.selectedObject = selectOnRight.gameObject;
}
//arriba
if(XCI.GetDPad(XboxDPad.Up, player) && !DPadUp){
DPadUp = true;
}
if(!XCI.GetDPad(XboxDPad.Up, player) && DPadUp){
DPadUp = false;
if (NGUITools.GetActive(selectOnUp)) UICamera.selectedObject = selectOnUp.gameObject;
}
//abajo
if(XCI.GetDPad(XboxDPad.Down, player) && !DPadDown){
DPadDown = true;
}
if(!XCI.GetDPad(XboxDPad.Down,player) && DPadDown){
DPadDown = false;
if (NGUITools.GetActive(selectOnDown)) UICamera.selectedObject = this.selectOnDown.gameObject;
}
//Boton A
if(XCI.GetButton(XboxButton.A,player) && !ButtonA){
ButtonA=true;
}
if(!XCI.GetButton(XboxButton.A,player) && ButtonA){
ButtonA = false;
OnClick();
}
}
}
so i dont think i should tinker everything in the uicamera script, just the part about selectedobject, setselection and changeselection.... or should i?