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- UI elements in total
- Windows
- Normal
- Event
- Many bookmarks
- Error
- Generic (ok, yes/no)
- Destroyable
- Content is dynamic and is given to window
- Inbox
- Destroyable
- Content is dynamic and is given to window
- Splash
- W with 3d characters
- W with scene, camera and 3d characters (pre arena)
- Panel that jump from window to window
- Tutorial
- - why tutorial should be inside the window ?
- Elements which always have to be on top of windows
- Screen message
- Elements that belong to 3d objects in a current scene
- Wait
- Loader
- Blur
- UI Pool (Contains links to sprites)
- UI events
- Rules
- Architectural rules
- windows stack one on top of another
- lower windows can be clicked
- window can be shown above splash and that makes splash just another window
- window is responsible for localization for its elements
- window is responsible for giving elements back to pool if needed
- windows have to scale if game window changes
- - how?
- tutorial must be SOMEHOW updated in all opened windows
- Technical rules
- Separate elements in static and dynamic (i.e. many canvases)
- Questions
- How to send data between windows?
- Problems I have in current system
- GUIMan in general
- Redundant code to instantiate attachables
- Redundant code to instantiate/open windows
- public void OpenWindow(GUICanvasBaseWindow.WindowType type, bool animate)
- void ShowWindow(GUICanvasWindow addWindow, bool animate = true)
- public bool TryOpenCurrWindow(bool animate = true)
- Redundant code to handle tutorial
- Redundant code to animate buttons
- Redundant code to show different error messages
- Redundant code to show splashes
- Icons must be moved to guipool
- Windows in general
- 1 One window can be invoked several times while it’s being opened
- - look at the bug w event window - battle history
- 2 Event window can be shown below the current window
- - look at the bug w event window - battle history
- 3 While window is being opened, I can still make clicks on area of a lower window
- 4 WindowType does NOT exist until I open a window
- 5 In many bookmarks window WindowType is changing depending on a shortcut
- 6 I have several ways to open a window, when in fact I need just one
- 7 Still not clear HOWTO go to the store from any part of the interface
- 8 Cut scene at the beginning (tutorial) -> I need to hide my interface before the game starts
- 9 Window with a scene and 3d objects can be fake hidden, to show another window on top (transparent)
- 10 Event windows can NOT be shown above ANY window, there is a list of restrictions
- 11 Windows can have a callback for logic, I have a collapse situation when a window is being closed and callback is invoked
- 12 Use Crystals is bad - close, no tutorial, callbacks
- 13 Generic is bad - close, no tutorial, callbacks
- 14 When generic and use crystals are being closed , most of the time there is an external callback to be invoked
- 15 Animation of window itself collapsed with animation inside window (check league change )
- 16 Dialog bubbles should be done as an attachable
- - look ShowBubble in GUIMan
- Window with bookmarks
- 1 UpdateContent - is a bad solution for updating page
- 2
- Loader
- Both blur and loader can be accessed by windows (logic) from very distinct parts of code, so that I will get a collapse or even a dead lock.
- While blur is working and before it throws a callback that a window can be invoked, other logic can invoke another ui element, and I will he
- Solution for loader: make a counter for loader and unblock everything when count = 0
- Solution for blur
- Buttons
- They use exceeding code from GUIMan in order to open anything
- Attachables
- Attachable elements are instantiated immediately when window access them
- There is no type for attachables
- Tutorial
- I do not know how to handle tutorial while several windows are visible
- I do not know how better solve tutorial for bookmark window
- There is no logic to skip tutorial in UI
- We have a separate talk window with a character, which is supposed to be a part of the tutorial (GUIMan - Show talk)
- Questions
- Where did he see multiple overlapping windows in Summoners wars which are also interactive?
- - small dialog boxes in Monsters
- What if we will have 2 overlap windows and I will need to show tutorial elements in both of them?
- Separate Scenes?
- - Pasha doesn’t know
- Thoughts
- Make a queue of windows which are going to be opened now
- Block of characteristics
- We need tables
- We might have a vertical orientation
- We won’t have orientation
- TODO
- Check class - GUICanvasSpendResources
- Check set as last sibling
- Check why iOS is shown down
- 1st - in arena
- Unity
- check on iPhone
- Check scene load vs instantiate the window
- TIMING
- Andoird in Russia in april
- In a month - go to a conference and show the game
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