I want to create a button which loads the scene as well as shows the loading progress bar.
How to do this?
Thank You !
You need to know how to use Co routine for this to work. Because you will use LoadLevelAsync, which will run your Co routine call together with the LoadLevelAsync. So while loading, your call for the Progress bar will check the current progress and have a boolean check if the Load is complete.
Using the new UI scroll bar for loading is easier but it I would need to in form you the step by step to set it up, cause it is mainly an editor set up rather than code. So I will redirect you to the old GUI function which takes care of it. This has been answered in Unity3d Answer page already.
http://answers.unity3d.com/questions/457594/how-to-make-a-progress-bar-for-loading-next-scene.html
You can use above mention method or below simple method
You can use Scrollbar of Unity UI and one background texture.
Just make value =0 and Size =0.5 and load your scene , and when scene is loaded make size 1 and disable Scrollbar and background texture. :-)
Related
I've recently added more buttons to my UI by making them children to an invisible image. They seem to respond and move properly, until multiple buttons are clicked on while they and the Billboard are out. This is a huge problem, since players are going to commonly use them to switch between tabs in the menu. I'm not getting any error codes, so I'm not sure which part of the program is glitching.
The code for these objects are simple bools that turn false after each execution, so I'm not sure why they keep getting stuck in a seemingly true position. I've tried adding "TTabOut = false" after some lines, but deleted them after they failed to make a difference.
Ui in Ui out Glitch
So I'm pulling some stuff from a database via a different thread, and want the form to remain usable while doing so, and also want to show the user a progress indicator until the DB code finishes.
In 'normal' winforms I'd use a ProgressBar with the ProgressBarStyle set to Continuous, but CF doesn't have that. Neither does it seem to support animated GIFs in a PictureBox (which would have been an easy way).
So what are my options for doing something like this?
EDIT: Don't want to use an hourglass mouse cursor because that implies to the user that the UI is busy (it's not).
Thanks
You could look for a 3rd party progress bar control that supports the Continuous progress bar style, or a control that supports animated gifs - you're not the first running into this limitation, but I'm not sure if there are any good ones out there.
Rolling your own "continuous" progress bar UserControl shouldn't be very hard, you get a decent result with just a timer to call Invalidate, and using Graphics.FillRectangle in the Paint event.
An alternative to an animated gif control could be to create a "film strip" UserControl, where you provide an image (non-gif) that contains all "frames" of the gif layed out horizontally or vertically. Again you'd need a timer to call Invalidate and increase the frame number, and Graphics.DrawImage has an overload to specify which portion of the film strip image is drawn.
Instead of the timer you could use #josef's comment to increment the "current frame" whenever the worker thread has finished a portion of the work. The animated gif's "movement" would then actually show the user that work is being done.
I see there is already some questions on this matter, but they are not using unity3d or are using the old UI method of unity.
I have a toggle button with a specific background and I want that background to change when the toggle is off. I tried to do this using the inspector and setting a function to apply a different texture to the button when it was off, but did not work.
Do you have any idea on how to accomplish this? I am attaching what I tried.
The background of a toggle is just an Image
so it's this simple, in a script have
public Image theBackground;
you can then change that in any way you wish!
if you wish, have a function
public Image theBackground;
public Toggle theToggle;
public void ChangeBackground()
{
if (theToggle.isOn)
... set theBackground as you wish ..
else
... set theBackground as you wish ..
}
which sets it appropriately. Look in the toggle and drag that function to the OnValueChanged.
Enjoy!
I just ran into the same problem. What I did to solve it was the following:
When you place the Toggle on the Hierarchy, you get
Toggle
Background
Checkmark
Label
What I believe the toggle script does is modify the checkmark object (to make it appear or not).
So I replaced the Checkmark components (Rect Transform and Image (Script)) with the Background components.
Basically, just Copy component > Paste component values from Background to Checkmark.
And then, switch the Image Colors for both to the desired colors. Now when you Toggle in-game, you'll see it changes colors.
I know it's been a really long time, but it might help others :)
I have a class called Movement which moves a picture box (guy on the left) on my form to a random position when it's Lead method gets executed. I also have a method which moves another picture box (dark guy on the right) called SetMrShadowToMove. These two picture boxes are suppose to move at the same time and arrive at the random point (one point for both picture boxes) at the same time.
For now, these methods use a timer to move the picture boxes, but my main intention was to have a loop which runs until the picture box's coordinates meet the random point picked while using Thread.Sleep to delay the process and make an animation of it.
To do that, I need to run both methods on different threads, so my UI thread doesn't get frozen and these methods would run at the same time.
My problem is that I don't know how to run these methods on different threads, and also don't know how to access the picture boxes on the other threads (it seems that this has something to do with invoking and stuff!).
What is the best way to solve this problem?
The best way (in my opinion) is by using a background worker.
those things can do there calculations in the background. If you you want to update the interface after that you can use there report progress event to invoke your main (interface) thread and redraw the screen. You can also the work complete even if you want to have a event of the background worker as a final even (for example if mister shadow is 'destroyed' or something).
I don't know your code of mister shadow so I don't have any direct example code for you. But a full example about how to use a background worker can be found on msdn here. I hope this will help you.
I need to "animate" an arrow. It can go in any direction (up, down, left, right and diagonals) and the arrowhead will be at the end. It needs to appear as if it is growing from orgin to the end.
To make matters more complicated it has to be in a user control so it is possible to add to the controls collection in the forms and remove it to delete it from the screen, and its background is really transparent (no color.transparent) so i can't paint the background to "clear" the previous line.
I have it static already (drawn from origin to end) but i can't animate it. I tried to add a timer in the user control but I fail to get a correct algorithm to calculate the intermediate ends of the line while it is growing.
Any help would be appreciated.
Thanks
When using animation on a Windows form you have to use another thread. Look into using a background worker: http://msdn.microsoft.com/en-us/library/system.componentmodel.backgroundworker.aspx
You don't need another thread - I have succesfully implemented Windows Forms animation.
My design:
Use a Windows.System.Forms.Timer object to call a callback function 'Animate()' at regular intervals
the Animate() function updates a property of your arrow, and then calls Invalidate() on the windows control
this all happens in the same UI thread, so yuo will not get any flicker effects (as long as your control has double duffering switched on).