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Pearson - Learning NGUI for Unity

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Pearson Learning NGUI for Unity
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    Learning NGUI for Unity
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Learning NGUI for Unity: summary, description and annotation

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The parameters of UIInputThe nickname box; The input field; Adding a checkbox; Creating the checkbox; The parameters of UIToggle; The sound toggle box; The checkbox; Slider; Creating the slider; The parameters of UISlider; Volume adjustment; The SFX slider; The music slider; Summary; Chapter 3: Enhancing Your UI; NGUI components; Enlarging buttons on hover; UIButton Scale; Usage; Parameters; Menu appearance; Tweening concept; Tween Scale; Usage; Parameters; Configuration; Menu disappearance; UIPlay Tween; Usage; Parameters; Configuration; Game exit; MenuManager Script.;Selecting a spriteSprite types; Sliced; Simple; Tiled; Filled; Under the hood; UIRoot; Scaling styles; Configuration; UIPanel; The camera system; Orthographic Camera; UICamera; Summary; Chapter 2: Creating NGUI Widgets; Control prefabs; Background; The Prefab Toolbar; Buttons; Creating a button; The UIButton parameters; The Play button; The Options button; The Exit button; The Options window; Popup List; Creating the Popup List; The parameters of UIPopup List; Creating a language selection box; Creating a background sprite; The title; The Popup List; The input field; Creating the input field.;Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting Started with NGUI; Overview; Licenses; UnityGUI versus NGUI; Atlases; Events; Localization; Shaders; Final build; Importing NGUI; Importing from the Asset Store; Importing from disk; Package importing; Creating the UI Root; Displaying text; Creating the Label widget; Selecting a font; UILabel parameters; Configuring the label; Widget parameters; Displaying a sprite; Creating the sprite widget; UISprite parameters; Configuring the sprite; Selecting an atlas.;Main menuScrollable text; Textbox; Welcome label; Clipping; Close buttons; UIForward events; Closing the main menu; Closing options; UIEvent Trigger; Force-saving the nickname; Localization system; Localization file; UILocalize; Selecting the language; Remaining keys; Final corrections; Anchors; Purpose; Parameters; Configuration; Summary; Chapter 4: C# with NGUI; Events; Available methods; Example; Creating tooltips; The tooltip object; Widgets; UITooltip; Displaying the tooltip; Adding the remaining tooltips; Tweens; Tween Scale; DisappearOnClick Script; Tween effects; Event delegates.;If you are a Unity 3D developer who wants to create an effective and user-friendly GUI using NGUI for Unity, then this book is for you. Prior knowledge of C# scripting is expected; however, no knowledge of NGUI is required;Linking the tween to Exit()Switching to options; Tween Position; Hiding menu; Configuring the Tween Position component; Playing Tween Position; Showing options; Configuring the Tween Position component; Playing Tween Position; Back to the menu; Confirm button; Hiding options; Showing menu; Scene initialization; Centering the options page; Initialization script; MenuManager script; Hide and show volume box; Tween Alpha; Volume box fade; Configuring Tween Alpha; Playing Tween Alpha; More tween components; Draggable windows; UIDragObject; Usage; Parameters; Configuration; Jumping windows glitch.

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Learning NGUI for Unity

Learning NGUI for Unity

Copyright 2014 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: December 2014

Production reference: 1221214

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-78355-297-9

www.packtpub.com

Credits

Author

Charles Pearson

Reviewers

Faris Khalique Ansari

Nicki Thomas Hansen

Philip Pierce

Commissioning Editor

Ashwin Nair

Acquisition Editor

Subho Gupta

Content Development Editor

Arun Nadar

Technical Editors

Tanvi Bhatt

Taabish Khan

Faisal Siddiqui

Copy Editors

Sarang Chari

Sayanee Mukherjee

Project Coordinator

Neha Bhatnagar

Proofreaders

Simran Bhogal

Stephen Copestake

Maria Gould

Ameesha Green

Paul Hindle

Linda Morris

Indexer

Rekha Nair

Production Coordinators

Kyle Albuquerque

Alwin Roy

Cover Work

Alwin Roy

About the Author

Charles Pearson has a Bachelor's degree in Game Design and Level Design from ISART Digital, a video-game school located in Paris, France.

This book is both an update and an upgrade of NGUI for Unity , the first book he wrote concerning this plugin.

With 4 years of experience as a game designer, level designer, and Unity developer at Cyanide Studio, Playsoft, and Airbus, Charles has worked on the PC versions of Blood Bowl , Dungeonbowl , and Confrontation . He has also worked on mobile games, such as Space Run 3D , Oggy, and Psycho Gnomes , and is currently working on PlayStation 4 and Xbox One projects as a freelance Unity 3D developer and game designer.

I would like to thank my friends and family for the precious support they provided me with during this project.

Special thanks to Amlie Beaudroit, User eXperience Specialist at Airbus, for the fabulous work she delivered for the last chapter of this book.

Finally, a big thank you to the editing team (Arun and Subho) and reviewers (Faris, Nicki, Ray, and Philip) for their efficient and precise feedback, which greatly helped bring this book's overall quality to the maximum.

About the Reviewers

Faris Khalique Ansari is a software engineer from Pakistan, and has skills and interests in Unity3D, Cocos2D, Allegro Library, and OpenGl as game development. He started his career as a game developer and developing successful games generating huge revenue. He also posses skills and loves open source technologies. His hobbies consists of playing games, learning new things, and watching movies.His favorite quote is "Every professional was once a beginner."

Feel free to contact him or have a friendly chat on LinkedIn at https://www.linkedin.com/in/farisansari.

Nicki Thomas Hansen is a 31-year-old software engineer who works at Kiloo in Aarhus, Denmark. He's been working in the UI field since Kiloo released Bullet-Time HD, where he worked on the menus for the game. Since then, Nicki's been a part of the successful Subway Surfers game and has been working extensively with NGUI for 3 years now. He is also a moderator on the official NGUI forums.

In his free time, he loves to play video games, such as Hearthstone and Starcraft 2 , and has played video games since his parents bought him a Commodore 64 some winters ago. He also plays both acoustic and electric guitar. He's a huge fan of animated shows, such as South Park and Futurama, and has recently power-watched all of Avatar: The Last Airbender with his lovely wife.

You can find out more details about him at http://nickithansen.dk/, and feel free to drop him a line when you feel like chatting.

Philip Pierce is a software developer with 20 years of experience in mobile, web, desktop and server development, database design and management, and game development. His background includes creating AI for game and business software, converting AAA games between various platforms, developing multithreaded applications and creating patented client-server communication technologies.

Philip has won several hackathons, including Best Mobile App at the AT&T Developer Summit 2013 and a runner-up award for Best Windows 8 App at PayPal's Battlethon Miami. His most recent project was converting Rail Rush and Temple Run 2 from the Android platform to Arcade platforms.

Philip has worked on many software development books, including Multithreading in C# 5.0 Cookbook , NGUI for Unity , and another book on Visual Studio 2012 Multithreading (scheduled to be published on December 2014), all by Packt Publishing.

Philip's portfolios can be found at http://www.rocketgamesmobile.com and http://www.philippiercedeveloper.com.

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Preface

This book is a beginner's guide to the Next-Gen UI kit, also known as NGUI. You might have heard about this Unity 3D plugin; it is popular among developers for its easy-to-use and effective

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