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Learning NGUI for Unity电子书

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作       者:Charles Pearson

出  版  社:Packt Publishing

出版时间:2014-12-29

字       数:288.0万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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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# *ing is expected; however, no knowledge of NGUI is required.
目录展开

Learning NGUI for Unity

Table of Contents

Learning NGUI for Unity

Credits

About the Author

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers, and more

Why subscribe?

Free access for Packt account holders

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Downloading the color images of this book

Errata

Piracy

Questions

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 a 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

Flexible

Constrained

ConstrainedOnMobiles

Configuration

UIPanel

The camera system

Orthographic Camera

UICamera

Purpose

Parameters

Configuration

Summary

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

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

Parameters of UIInput

The nickname box

The input field

Adding a checkbox

Creating the checkbox

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

3. Enhancing Your UI

NGUI components

Enlarging buttons on hover

UIButton Scale

Usage

Parameters

Menu appearance

The 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 the menu

Configuring the Tween Position component

Playing Tween Position

Showing options

Configuring the Tween Position component

Playing Tween Position

Back to the menu

The Confirm button

Hiding options

Showing the menu

Scene initialization

Centering the options page

The initialization script

The MenuManager script

Hiding and showing the 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

The 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

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 a callback to an event

Code

Inspector

Keyboard keys

UIKey binding

Parameters

Configuration

UIKey navigation

Parameters

Configuration

The Exit button

The Options button

The nickname input field

The volume sliders

Mouse and keyboard behavior

Saving options

The UISaved option

Configuration

The sound checkbox

Persistent UI

Singleton

The Singleton class

The MenuManager implementation

Removing the welcome text

Summary

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

Sprite parameters

Nine-sliced configuration

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

6. The In-game User Interface

The game

Pitch

Necessary assets

Importing the Unity package

Draggable power sources

UICamera

UIDragObject

Box Collider

Moving the player

Ground movement

Reaching 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 Ice button

The Lightning button

The Water button

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

7. 3D User Interface

Introduction to 3D user interface

The 3D UI Root

Scale calibration

The score counter

The text label

The background

The border sprite

The position and rotation

The ScoreController component

The pause button

The pause menu

The panel and box

The title bar

Buttons

Resume

Exit

Displaying the pause menu

The tween alpha

The Play Tween

Linking the buttons

Methods

Link

Key bindings

Interaction override

The 3D environment text

Lighting effects

Summary

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

The PowerSource component

The GameManager component

The ApproachOnClick component

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

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

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

Goal

Using personas

New features

Guide, don't help

Observation grid

Invite players!

Environment

Take notes

Prioritize

Summary

Index

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