Hey there,
Quick question on the intended workflow.
Our project is using gamepads only for input, and so we are using UIButtonkeys on most everything menu related. The current flow that we have is the following:
UIButtonkey on a menu button is given an Select On value of the button on the next menu, the UIButton is given on click functions to activate the next panel through NGUITools, fire any callback we may want at the time, and lastly to deactivate the current panel, again through NGUITools. Previously this worked without a problem, as the UIButtonKeys script merely checked to see if the target button was not null; however, in the latest version it now checks to see if it is Active. As the button is on a panel that is being activated, but in race conditions often isn't yet, the selection fails and I end up with no object in focus. As a temporary work around I can alter UIButtonKeys to not care if the target is active yet, but I'm assuming there was a good reason for changing it, and I'd rather adjust my flow to fit the intended use, than to screw with the plug-in to make it fit my flow.
So given an active panel with a focused button, what is the intended method of deactivating the current menu, activating a new one, and setting the current focused object to a specific button on the newly activated menu?
Running NGUI 3.5.4 pro on Unity 4.3.4f1 Pro
Thanks Much,
Memige Den Adel
LOOT Entertainment