Post by DarkTonic Dev on Aug 11, 2017 22:07:51 GMT
1 - no you're not going to be able to use events between the 2. They are different c# classes and the plugins don't know about each other.
2 - not sure what you're suggesting but GameObject.Find is terrible on performance. Please describe what you want to do instead of a suggested solution.
3.1 - You just need to subclass the class we include and code that yourself. Not sure how a delegate would help anything. I've done Punch tween stuff on those before and there weren't any issues.
3.2 - 3.2.1 sounds like Unity and NGUI lack of knowledge which are not my issues to solve. I'm not very good at NGUI actually.
3.2.2, Will add to roadmap.
4. Most of those not happening because most of those shapes aren't possible to make with the controls we have (incremental settings / post spawn nudge etc). I'll add ring / line if I can.
4.1 Triggered Spawners have the child spawner concept. Syncro spawners will not get that.
4.2 You can use a World Variable value for all the params in a spawner. So just set your world variable values before spawning...you also can have spawners only active within a certain world variable range, so make your waves consist of different spawners' output instead of a single one. This adds much variety.
5. Ok, add to roadmap.
6. There are many ways to do this. I don't think it's a problem to do what you're doing and create a prefab pool. What do you want here? the ability to specify an extra (or 2) specific prefab / prefab pool as death prefab #2 / 3?
7. All you need to do is read the Pool Boss section. The main part to remember that's different than not using pooling is that Awake/Start methods are only called on the first spawn of a game object. Do not put state code there. Put any state reset code into the OnSpawned method. This happens with all pooling plugins.
8. Will probably not be possible. Take a screen shot and put in the settings on the other. Will add to roadmap but might be too cumbersome.
9. Ok, that would be for elimination waves only. Add to roadmap.
10. May be too difficult but I'll add to roadmap.
11. Not sure what you want here, explain.
2 - not sure what you're suggesting but GameObject.Find is terrible on performance. Please describe what you want to do instead of a suggested solution.
3.1 - You just need to subclass the class we include and code that yourself. Not sure how a delegate would help anything. I've done Punch tween stuff on those before and there weren't any issues.
3.2 - 3.2.1 sounds like Unity and NGUI lack of knowledge which are not my issues to solve. I'm not very good at NGUI actually.
3.2.2, Will add to roadmap.
4. Most of those not happening because most of those shapes aren't possible to make with the controls we have (incremental settings / post spawn nudge etc). I'll add ring / line if I can.
4.1 Triggered Spawners have the child spawner concept. Syncro spawners will not get that.
4.2 You can use a World Variable value for all the params in a spawner. So just set your world variable values before spawning...you also can have spawners only active within a certain world variable range, so make your waves consist of different spawners' output instead of a single one. This adds much variety.
5. Ok, add to roadmap.
6. There are many ways to do this. I don't think it's a problem to do what you're doing and create a prefab pool. What do you want here? the ability to specify an extra (or 2) specific prefab / prefab pool as death prefab #2 / 3?
7. All you need to do is read the Pool Boss section. The main part to remember that's different than not using pooling is that Awake/Start methods are only called on the first spawn of a game object. Do not put state code there. Put any state reset code into the OnSpawned method. This happens with all pooling plugins.
8. Will probably not be possible. Take a screen shot and put in the settings on the other. Will add to roadmap but might be too cumbersome.
9. Ok, that would be for elimination waves only. Add to roadmap.
10. May be too difficult but I'll add to roadmap.
11. Not sure what you want here, explain.