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Problems with NGUI and the Quest log Window

Posted: Wed Jan 27, 2016 6:02 pm
by bluebuttongames
Hi there,

So I'm trying to get the quest log working with my NGUI implementation but I'm having some issues. So using the Basic NGUI Quest Log Window and Basic NGUI Quest Tracker Panel prefabs plugged into the correct place.

I can open the quest log window, which pauses the game and shows the currently active quests, that works.

But as soon as you click on a quest to expand it, nothing happens, the mouse cursor dissapears but I can see nothing else new on the window. Can you give me any pointers?

Thanks,

Bluebutton

Re: Problems with NGUI and the Quest log Window

Posted: Wed Jan 27, 2016 6:45 pm
by bluebuttongames
Ah so I resolved this issue, it was to do with cursor states on my end.

Anyway so now I have a new problem, the track button appears to do nothing, I have a NGUI Quest Tracker script attached to the Dialogue manager with the container pointed at the Basic NGUI Quest Tracker prefab container with the Template set to NGUITrackerTemplate.

When the track button appears it doesn't have an Onclick event, what am I doing wrong?

Thanks in advance.

Re: Problems with NGUI and the Quest log Window

Posted: Wed Jan 27, 2016 8:38 pm
by Tony Li
Hi,

The NGUIQuestLogWindow will automatically add an OnClick event to the Track button at runtime. If you're using a custom NGUI quest log window, just make sure you've added an NGUIQuestTemplate script to the quest template and assigned the Track button field.

You may also want to identify if the problem is with your quest log window or your quest tracker HUD. Temporarily set one of your quests to:
  • State: active
  • Trackable: ticked
  • Track on Start: ticked
This should get the quest tracker to show it as soon as you play the scene, rather than going through the quest log window to toggle tracking on.

If the quest appears in the quest tracker HUD, the problem is probably in the quest log window. Make sure the fields in NGUIQuestLogWindow and NGUIQuestTemplate are assigned correctly. (Also NGUIQuestGroupTemplate if you're using groups to organize your quests.)

If the quest doesn't appear, the problem is probably in the quest tracker HUD. Make sure NGUIQuestTracker is on your Dialogue Manager or a child GameObject, and that its fields and the fields of NGUIQuestTrackTemplate are assigned. (NGUIQuestTracker has to be on the Dialogue Manager or a child. It keeps the Dialogue System from having to search the whole scene for it.)

Re: Problems with NGUI and the Quest log Window

Posted: Thu Jan 28, 2016 8:32 am
by bluebuttongames
I'm afraid it still doesn't work.

I've tested it in a completely clean project using your Quest Example scene, with just Dialogue system and NGUI imported and followed your instructions.

No tracking appears on the HUD and the Track button doesn't appear to have an onclick event.

Can you try it for yourself please or I can send you the project?

Thanks,

Bluebutton.

Re: Problems with NGUI and the Quest log Window

Posted: Thu Jan 28, 2016 11:39 am
by Tony Li
Hi,

I'll check the Quest Example scene with NGUI and get back to you.

If you don't mind, please also send an example project to tony (at) pixelcrushers.com. I'll take a look and let you know what's going on.

BTW, you won't see an OnClick event in the inspector. NGUIQuestLogWindow adds it internally at runtime, and these kinds of additions don't show in the inspector.

Re: Problems with NGUI and the Quest log Window

Posted: Thu Jan 28, 2016 1:40 pm
by bluebuttongames
Ok I've mailed you with the project.

Thanks!

Re: Problems with NGUI and the Quest log Window

Posted: Thu Jan 28, 2016 6:27 pm
by Tony Li
Thanks for emailing the project! The NGUI quest tracker just needs to be moved into an NGUI canvas. (NGUI only renders NGUI elements that are under NGUI canvases.) The prefab quest tracker doesn't include an NGUI canvas because most developers want to put all of their UI elements under a single NGUI canvas for efficiency.