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Messages - kabuto202

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Support / Get Rendered UI Window Bounds?
« on: April 17, 2014, 02:16:53 pm »
So using the included 2DTookit demo Layout Window prefab, how can I get the rendered bounds of the window assuming I resized the object in the tk2dUILayoutContainer? Calling GetBounds() on the slicedsprite only gets me the bounds of the actual sprite itself, and unfortunately it seems that the tk2dUILayoutContainer class is undocumented.

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Support / Detect mouse hover on GUI/Tileset
« on: February 07, 2014, 09:15:59 pm »
So I've been struggling with finding a decent method of doing this since last, I started out with Unity's GUI system and eventually moved on to the one here hoping for more functionality, but I'm struggling with the script references to find what I need.

So in short, say I have a tileMapA, a GUILayoutA(Containing ButtonA, ButtonB, and ButtonC), and a MasterControl GameObject, and a bunch of whitespace in between. When the player clicks on tileMap functionA gets called from MasterControl, when the player clicks on a GUILayout OR in the whitespace, nothing gets called, and when the player clicks on the Buttons A, B, and C, function A, B, and C, get called respectively.

What's the most efficient way of going about this?

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Curses! Oh well, I'm sure I'll figure something out. Thanks for your help!

4
Oh! Then I could use the tk2dTileMap.GetTileInfoForTileId(int tileId) method to retrieve the int/float/string values which I can set in the Data tab of the tilemap editor, correct? It may not be an enum in terms readability, but functionally it works all the same. If so, how does the the TileInfo object look like (I don't believe it's in the scripting reference)? Is it just a container for properties?

5
I see, the secondary grid idea seems like a viable solution, but since the flags are going to be static values assigned to each tile, I'd like to automate the assignment process. Is there a way to get the index value of a tile in the tileset, from it's X/Y coordinates on the 2dtk grid?

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Support / Most memory efficient way of setting/getting enum in tilemap?
« on: January 09, 2014, 05:37:32 am »
I need to be able to in the editor (or even programatically) set an enum value to a tile, and then access it at runtime. One solution I see to this problem is replacing the tile with a GameObject, however this is hardly efficient. I'm away from my work machine at the moment so I can't play around with it directly. I was considering using SetTileFlags() in the tk2dTileMap class, but I can't actually find any reference as to what a tk2dTileFlags object is.

On a side-note where can I find more info on the tk2dTileMapData class?

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