Learning NGUI for Unity. için kapak resmi
Learning NGUI for Unity.
Başlık:
Learning NGUI for Unity.
Yazar:
Pearson, Charles.
ISBN:
9781783552986
Yazar Ek Girişi:
Fiziksel Tanımlama:
1 online resource (389 pages)
İçerik:
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 -- Selecting a sprite -- Sprite 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 -- The parameters of UIInput -- The 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 -- 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 -- Main menu -- Scrollable 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 -- The callback -- Linking callback to event -- Code -- Inspector -- Keyboard keys -- UIKey Binding -- Parameters -- Configuration -- UIKey Navigation -- Parameters -- Configuration -- Mouse and keyboard behavior -- Saving options -- The UISaved option -- Configuration -- The sound checkbox -- Persistent UI -- Singleton -- The Singleton class -- MenuManager implementation -- Removing the welcome text -- Summary.

Chapter 5: Atlas and Font Customization -- Texture atlas -- The atlas prefab -- Creating a new atlas -- Atlas Maker -- New atlas -- Necessary assets -- The Game atlas -- The play icon -- Adding sprites to the atlas -- Simple sprites -- Updating the atlas -- The options icon -- The exit icon -- Sliced sprites -- Updating the Atlas -- The button background -- Tiled sprites -- Updating the atlas -- Wood texture -- Fonts -- Dynamic fonts -- Bitmap fonts -- Font Maker -- The UIFont component -- The Tooltip label -- Displaying large textures -- The UITexture component -- Parameters -- Configuration -- Summary -- Chapter 6: In-game User Interface -- The game -- Pitch -- Necessary assets -- Import the Unity package -- Draggable power sources -- UICamera -- UIDragObject -- Box Collider -- Moving the player -- Ground movement -- Reach an object -- Player name display -- In-game 2D UI root -- The nickname prefab -- The PlayerName component -- The FollowObject component -- The elemental source switch -- The elemental switch UI -- The Fire button -- The remaining elemental buttons -- The FollowObject component -- The GameManager component -- The PowerSource component -- Hiding the elemental switch UI -- The elemental switch charging process -- The progress prefab -- Progress slider implementation -- Linking elemental buttons -- The unavailable button -- The EnableAllButtons() method -- The SetButtonState() method -- Changing button states -- Launch from the main menu -- Summary -- Chapter 7: 3D User Interface -- The 3D user interface -- The 3D UI root -- Scale calibration -- The score counter -- The text label -- The background -- The border sprite -- Position and rotation -- The ScoreController component -- The pause button -- The pause menu -- The panel and box -- The title bar -- Buttons -- Displaying the pause menu -- Linking the buttons -- Key bindings.

Interaction override -- The 3D environment text -- Lighting effects -- Summary -- Chapter 8: Going Mobile -- Switching to Android -- Preparations -- Testing the game -- Bundle Identifier -- Building the package -- Manual build -- Build and run -- Testing -- Corrections -- Autorotation -- Back button -- Character movement -- The elemental switch UI -- The waiting feedback icon -- Code implementation -- Customizable UI -- Draggable UI elements -- Activating drag -- The CustomizableUIElement component -- The GameManager component -- Why is this happening? -- Unity Remote -- Requirements -- Setting it up -- Testing our game -- The profiler -- Functionalities -- Run the profiler on device -- Debugging on the device -- Summary -- Chapter 9: Screen Sizes and Aspect Ratios -- The adaptive UI -- The flexible UI -- Multiple bitmap fonts -- The SmallLato font -- The MediumLato font -- The LargeLato font -- Displaying the fonts -- Multiple atlases -- Creating the atlases -- SDAtlas -- HDAtlas -- SHDAtlas -- ScreenAtlas -- The test button -- Changing the reference atlas -- Renaming sprites -- Switching atlases -- The AtlasSwitchController component -- Configuration -- Pixel snapping -- Switching fonts -- ScreenFont -- Assigning ScreenFont -- Summary -- Chapter 10: User Experience and Best Practices -- How it all started -- Definitions -- User experience -- Personas -- Usability -- Flow -- User interface design -- User interfaces in games -- Heuristics -- Guidance -- Affordance -- Prompting -- Categorization -- Feedback -- Workload -- Brevity -- Information density -- Explicit control -- Explicit actions -- User control -- Adaptability -- Flexibility -- Customization -- Error management -- Protect -- Inform -- Correct -- Consistency -- Testing your game -- Test advice -- When and what -- Concept prototypes -- Test the rest early -- Vertical slices -- Readability.

Guidance -- Test occurrences -- The usability testing method -- Preparation -- Invite players! -- Environment -- Take notes -- Prioritize -- Summary -- Index.
Özet:
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.
Notlar:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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