Search found 17 matches
- 03 Feb 2017, 14:34
- Forum: General Discussion
- Replies: 5
- Views: 2836
Re: Question regarding x:class
In our game editor .xaml, we have <UserControl x:Class="Assets.GloryAssets.Scripts.GUI.UserControls.MainEditor" xmlns:Editors="clr-namespace:Assets.GloryAssets.Scripts.GUI.UserControls" ...> http://dlocvm.cloudapp.net/index.php/apps/files_sharing/ajax/publicpreview...
- 03 Feb 2017, 09:43
- Forum: General Discussion
- Replies: 5
- Views: 2836
Re: Question regarding x:class
Bear in mind that I'm not an expert but... Afaik, in that tutorial the code behind file was not used at all so that's why he removed x:class attribute. If you want to use code behind then you obviously need to have the x:Class in your xaml you need to have <UserControl x:Class="My.Awesome.Names...
- 02 Feb 2017, 11:46
- Forum: General Discussion
- Replies: 15
- Views: 5311
Re: Question about workflow
Hello, I'll share how we at Dreamloop handle our workflow with Noesis and Unity. We use Blend to only edit .xaml files and Visual Studio to edit .cs files. First we obviously in Blend make a new project. We put this new project to root of unity project folder, same location where "assets" ...
- 13 Dec 2016, 10:35
- Forum: General Discussion
- Replies: 1
- Views: 1514
[Unity] Custom blending modes aka shaders.
Hi,
Do you have any plans to support custom shaders or is it already possible to use custom shaders in Unity version of Noesis?
Thanks in advance.
Do you have any plans to support custom shaders or is it already possible to use custom shaders in Unity version of Noesis?
Thanks in advance.
- 12 Nov 2016, 00:16
- Forum: General Discussion
- Replies: 11
- Views: 4898
Re: [Unity] How to use ToolTipOpening?
Thanks for the test project. After looking at your code I did realize what I had wrong, same thing you told me earlier but I did not realize that the name of that static function also matters in this case. My Xaml was correct, helper:ToolTipHelper.EnableToolTipHandler="True" My dependanc...
- 11 Nov 2016, 08:54
- Forum: General Discussion
- Replies: 11
- Views: 4898
Re: [Unity] How to use ToolTipOpening?
Thanks for your answer, That was indeed really silly mistake by me which I think I accidentally left there when I tried all kind of different solutions to this problem. So even after changing that line to how it should be there is still no methods fired when tooltip is open. I made for this just a s...
- 08 Nov 2016, 09:57
- Forum: General Discussion
- Replies: 18
- Views: 6487
Re: Using EventTriggers gives error
Hi Sfernandez, First, thanks for helping me and Esses with our noesis issues. After looking at your example with Esses and wondering why it works quite randomly we found out that keytime you placed in your example <DiscreteBooleanKeyFrame KeyTime="0:0:0.01" Value="False"/> Was w...
- 07 Nov 2016, 23:04
- Forum: General Discussion
- Replies: 11
- Views: 4898
Re: [Unity] How to use ToolTipOpening?
Hi Sfernandes and thanks a lot for helping with this. Unfortunately I did not manage to get this thing to work. Here is my TooltipHelper class public class ToolTipHelper : DependencyObject { public static bool GetTooltipHandler(DependencyObject obj) { return (bool)obj...
- 31 Oct 2016, 19:29
- Forum: General Discussion
- Replies: 11
- Views: 4898
Re: [Unity] How to use ToolTipOpening?
Thanks for your message. I tried your approach but I failed either because my little knowledge of what I'm doing or your example did not work. So I added this to my UserControl to the top xmlns:helper="clr-namespace:Assets.GloryAssets.Scripts.GUI.XamlHelpers" And built the blend project. a...
- 29 Oct 2016, 17:52
- Forum: General Discussion
- Replies: 11
- Views: 4898
Re: [Unity] How to use ToolTipOpening?
Thanks for your reply. Yeah I knew I should have elaborate a bit more my current use case. So in my case I can't add handler to my event (or can I?) because I use datatemplate to make my elements here is a snippet of my xaml. <ItemsControl ItemsSource="{Binding Path=MyLastingEffect.LastingEffec...