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Messages - tjgillis

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1
Support / Re: Changing collection data at runtime
« on: October 12, 2012, 08:17:16 pm »
Ya, we're doing it for quality. I'm going to try the beta now but if the project maintainers don't approve the change what did you mean by the dependencies would be incorrect?

And in that sample, there are two loaded, but the idea I was playing with is I would turn all of them into assets bundles and delete the data and atlases from the project.

Thanks!

2
Support / Changing collection data at runtime
« on: October 12, 2012, 07:23:29 pm »
Hey,
Here's what I'm attempting to do; I would like my mobile app to load one of three assets bundles when it starts (hi, med, low) and for my app to use those sprites. I've pieced together a method of doing this but I'm not very happy with it and was wondering if you had a better method.

What I'm doing is getting all the tk2dsprites on the stage and looping through them, saving their name, changing the collection data, calling Build() and setting the name back.  Like I said, it works but it's not the nicest thing the world.

Attached is a unity package example.

Thanks,
TJ

3
Support / Re: tk2dButton
« on: September 26, 2012, 04:15:12 pm »
Hey all,
I had the same issue as the OP but I also didn't want to break the default behaviour and have what I think is a pretty clean solution if anyone is still looking:

Code: [Select]
public bool sendWithReference = false;

....
if (targetObject)
{
if(sendWithReference){
targetObject.SendMessage(messageName,this.gameObject);
}else{
targetObject.SendMessage(messageName);
}
}
....

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