I am trying to create a UI whereby objects can be moved between two buckets. I am already invested in Mootools and such functionality appears to be available. However, when I instantiate a Drag.Move object on my draggable objects, it changes their position to absolute but doesn't seem to set their absolute position to honour their original position.
Here is a jsfiddle
Related
I am developing a weather radar viewer using Mapbox. In a certain mode, there are 2 Mapbox maps on the screen at the same time showing different modes of the radar. The maps are locked to each other. When one map moves, rotates, or pans - the other one does as well. I did this by simply passing the properties of one map to the other. In the below screenshot, you will see how they are showing identical locations.
What I want to do is - when the user is hovering the mouse over "map1", I would like an identical (ghost or false) cursor on "map2". Here is what I am looking to do:
(edit: What you are looking at is an actual screenshot. Each map is enclosed in a DIV with 50% width of the screen, if this helps to explain)
I don't know if this is even possible in Mapbox. Hopefully someone can give some guidance as I can't find any other questions related to this and I really have no code to show without knowing where to start.
If you attempt to do this inside Mapbox-GL-JS (for instance, by constantly updating the location of a GeoJSON feature layer), I think the performance will be pretty poor.
But since the two views are exactly locked (and presumably the exact same dimensions), you can just do this at an HTML/CSS level. Detect mouse movement on the first map, and update the location of an absolutely-positioned element hovering over the second map to match.
Another approach would be using a canvas element overlaid over the second map, similarly updated.
Im planning to make a domino draw game but im not quite sure how to handle the tile placement so that each tile snaps to each value when a player sets a domino, could any one give me an idea on how to achive this?
Example image
This question is probably too broad. You really need to make an attempt at implementing a solution yourself and then come back if you run into a specific problem. However, if you really have no idea where to begin, you broadly need to do a few things:
Create a GameObjects for your dominoes and attach a scripts to the,
which define their numbers, set their corresponding texture etc.
Create an invisible play surface which is made up of a grid representing places where tiles can be put down.
Add code to handle picking up, moving and putting down your dominoes.
In the code that handles moving and/or putting down dominoes:
check whether the grid location where the domino is going to be placed is valid (e.g adjacent to another domino),
then check adjacent grid domino values
For adjacent dominoes, check their orientation
depending on the orientation relative to the domino you are placing, check the values at the nearest or both ends of the domino
if the adjacent domino values match a value on the domino being moved allow it to be placed, otherwise don't allow it to be placed
In the above example, "placing" a domino would simply mean moving it to a point on the play surface grid in either a vertical or horizontal orientation.
This is a very broad overview and there are plenty of gotchas that I haven't covered which may or may not give you trouble.
Edit: You could also do this without using a grid but it would be a little trickier when it comes to finding and inspecting adjacent dominoes.
I've run through an entire fault tree trying to diagnose this, with no joy.
I'm writing a 2D card game in Unity/C#. I have four panels (one per player) that hold the cards, name, discard pile, etc. for each player. I need to have a pop-up dialog panel come up over the player panels when the user wants to change options. For some reason, I cannot get the pop-up to appear over the card sprites (it does appear over the other elements: interior panels, images, text boxes, etc.). I've tried adjust the Zpos for the dialog box panel, but nothing changes. That's problem one, but it leads to a more worrisome issue.
The bigger issue is this. Since the options panel won't display in front of the players' cards, I thought I'd just deactivate the player panels, display the dialog, then deactivate it and re-activate the player panels when it's closed. That works fine: for three of the panels. The fourth panel comes back on in its previous state, but the graphics on it will no longer update.
I've debugged and discovered the new cards are being handled correctly (sprite names changing, etc.), the discard pile is being updated, the player's name is being highlight/de-highlighted as the game progress, but none of it is appearing! It's visually stuck in the state it was when I deactivated it.
Investigating further, I've determined the error crops up anytime I deactivate and the re-activate that player's panel, whether I do it via the inspector (attaching those events to a button click), or do it in-line in script. I don't even have to open the options dialog box: I put SetActive(false/true) statements in my game code and it immediately kills the graphics updating for that panel. The sprites, text, etc. remain as they were when I deactivated and will not update.
player3Obj.gameObject.SetActive(false)
player3Obj.gameObject.SetActive(true);
Doing that to the other three panels has no effect and works fine. I see nothing different about panel 4. In fact, I can deactivate only one of its card sprites, and when I turn it back on, it is now "stuck" and won't update, even though all the other cards in that player's hand will. Same if I deactivate/re-activate one of the text fields. It will no longer update, but everything else does.
I've got no exception errors or anything, but this looks to me like some kind of memory problem, though I can't imagine what. It shows up in my Android build, no it's not specific to my machine. I'm throwing this question out there hoping someone has seen something similar.
If nothing else, maybe someone can tell me how to get my options panel to display over the card sprites. But I hate to leave a problem undiagnosed: they have a way of coming back and biting.
Update
Here's the code that isn't getting displayed. The cardBackSprit values are updating correctly, as is the gameObjectSprite, but the image onscreen isn't changing:
void DrawCardBitmap2(int Player, int cardSpot, int cardIndex)
{
string spriteObjectName;
spriteObjectName = "Sprite_Player" + Player + "_" + cardSpot;
gameObjectSprite = GameObject.Find(spriteObjectName);
gameObjectSprite.GetComponent<SpriteRenderer>().sprite = cardBackSprite;
}
There's a lot to unpack here. Let's break down your post into a series of questions:
1. I cannot get the pop-up to appear over the card sprites
It sounds like you're using the UI Canvas in Unity to handle your info panels for your players, but gameObjects for other elements. This is good, but the UI Canvas' sorting order is a bit different from standard game objects.
UI elements in the Canvas are drawn in the same order they appear in the Hierarchy. The first child is drawn first, the second child next, and so on. If two UI elements overlap, the later one will appear on top of the earlier one.
In order for your pop-up to appear above other elements in your canvas, they need be be higher in your scene's Canvas hierarchy.
Important to note: Canvases set to any Screen Space render mode will render over other game objects in the scene. Canvases set to World Space will render in their world position in the scene. The only render mode that uses Z Position to choose sorting order is World Space, but this is not my recommended solution to your problem.
My recommended solution:
Break your UI into multiple different canvases. Specifically, move your pop-up to a different canvas and place it higher in the scene hierarchy than your card sprites. When you enable/disable or move the pop-up, it will now appear over the card sprites.
2. Four panels (one per player) that hold the cards
From context and some of your code, it sounds like you have SpriteRenderers in your UI Canvas. This is known to be a complex rendering problem. Common advice involves using 2 cameras for rendering, and use camera depth to raise sprites over UI elements. However, redesigning your UI canvas is probably simpler.
3. Using GameObject.Find and complex strings at runtime
GameObject.Find is not performant, and it's not robust. It looks through all elements in the scene and returns the first object it finds with that name.
This poses a few problems:
You cannot have game objects with the same name anywhere in your hierarchy, even if they are nested in different places.
CPU cycles are wasted searching through all objects.
Hidden dependencies on object names that only show up during runtime.
Here's a great blog post on some better practices. I recommend using the [SerializeField] attribute and configuring it via inspector.
4. Canvas isn't updating when objects inside of it change
You can consider invoking Canvas.ForceUpdateCanvases() in LateUpdate(). This is more of a hack than an actual solution, but if this solves your problem it is likely an issue with canvas rendering. If this does not solve your problem, then this problem is likely elsewhere in your code that is currently not provided.
A canvas performs its layout and content generation calculations at the end of a frame, just before rendering, in order to ensure that it's based on all the latest changes that may have happened during that frame. This means that in the Start callback and the first Update callback, the layout and content under the canvas may not be up-to-date.
For an Android App I have created a custom overlay here, to display various items of game data on the map.
In general the overlay works fine and smoothly!
However there is one geometrical constellation which is not working as expected: Some objects within the overlay are not bound to geocoordinates, but to current user location. Now it happens, that Osmdroid is selectively redrawing the screen. When the screen is not focussed to user location, the user location bound stuff is not updated correctly: New stuff gets only drawn in some selective rectangle, old stuff isn't deleted outside that rectangle.
So far I failed to find a mechanism to communicate the required redraw of an overlay to the basic Osmdroid system? I.e. to invalidate the surroundings of the current user location? Any hint, clue or pointer?
By studying the sample code I realized they really consider it the overlay responsibility to issue appropriate invalidate calls to the map component to ensure their own optical integrity.
I am still struggling with the coordinates to do the right invalidate(left, top, right, buttom) calls cause my updates actually happen on location changes and it is unclear to me if the screen pixel of the map to be invalidated need to get measured relative to the old location or the new one. This is actually a timing question.
However taking the CPU byte and issuing postInvalidate() just looks as intended and it is unclear how much performance is really lost.
I have created a level editor using new UI system in Unity3D.
Using Level Editor:
I can drag the ui elements,
I am able to save them in scriptable objects
But how could i save and load them at runtime?
I mean, if i create a level with some {width x hight} resolution and if i load it on different resolution, then the whole UI positioning get distorted.
How could i anchor them correctly programmatically?
Any help would be appreciated.
There are good video tutorials about the 4.6.x UI here:
http://unity3d.com/learn/tutorials/modules/beginner/ui.
Especially for positioning the elements I recommend watching: http://unity3d.com/learn/tutorials/modules/beginner/ui/rect-transform.
I suggest you learn how to use the anchor correctly first. If you want to change the position and size of UI element in a script you can do that through the RectTransform component. It offers functions like offsetMax,offsetMin and sizeDelta for position your UI element. The functions you need to use depend on your anchor setting.
as LokiSinclair said. You just need to Adjust the Scale that the new UI provided. It is the four Arrow on the Canvas of each Object and every UI object is inheriting their scale behavior from their Parent.