[Unity] Solution for DesignTimeResourceDictionary?
Hi,
does anyone have a working solution for a DesignTimeResourceDictionary?
I tried two different solutions but one causes constant crashes of Noesis and with it the Unity Editor and the other one doesn't work as various things aren't supported by NoesisGUI yet.
But it would be really great to use some form of DesignTimeResourceDictionary as this would mean I don't have to comment the dictionary in all xamls out before I build the game.
does anyone have a working solution for a DesignTimeResourceDictionary?
I tried two different solutions but one causes constant crashes of Noesis and with it the Unity Editor and the other one doesn't work as various things aren't supported by NoesisGUI yet.
But it would be really great to use some form of DesignTimeResourceDictionary as this would mean I don't have to comment the dictionary in all xamls out before I build the game.
Re: [Unity] Solution for DesignTimeResourceDictionary?
http://social.technet.microsoft.com/wik ... -mode.aspx
Do you mean something like this?
Right now, we don't support extending the ResourceDictionary, but it could be fixed easily. Could you create a ticket for it?
Regarding the crashes, we would like to have them reported. Under no circumstances we should crash, even if a feature is not supported. That is a bug.
Thanks!
Do you mean something like this?
Right now, we don't support extending the ResourceDictionary, but it could be fixed easily. Could you create a ticket for it?
Regarding the crashes, we would like to have them reported. Under no circumstances we should crash, even if a feature is not supported. That is a bug.
Thanks!
Re: [Unity] Solution for DesignTimeResourceDictionary?
Yep, there are several approaches and all of them (at least the ones I know of) derive from ResourceDictionary and override various methods. I've used this technique in many of my WPF projects and it can really simplify the workflow. And as I'm now very close to the final stage of my current project it would be great if I could use the same technique here. Would it be possible to integrate this into v1.2.5?
I'll create a ticket in the issue tracker.
I'll create a ticket in the issue tracker.
Re: [Unity] Solution for DesignTimeResourceDictionary?
Thanks for the ticket! 1.2.5 is almost closed, I am not sure if we will be able to solve this in that version. The link I posted above shows a technique that doesn't override any method. That way is very easy for us right now, but if you need real overriding of virtual functions then you will have to wait a bit more because overriding C++ virtual functions from C# is the task we have in Trello with the name "Custom Controls in C#".
Re: [Unity] Solution for DesignTimeResourceDictionary?
Okay, in this case it doesn't 'override' it but it declares it as 'new', as this method/property was not supposed to be overridden. If this is still not a problem for you, then great.
I'll take everything that achieves what I want and simplifies my workflow. 


Re: [Unity] Solution for DesignTimeResourceDictionary?
I don't want to appear impatient but... do you have any news regarding this? Any working solution would do. I'll probably start redesigning everything in the beginning of next week and it would be super-super-helpful!
Re: [Unity] Solution for DesignTimeResourceDictionary?
We are polishing a few important details for the v1.2.5 release. But yes, we plan to solve this for that version. Hopefully you will have a preview this week... ; )
Re: [Unity] Solution for DesignTimeResourceDictionary?
Awww, that would be super-awesome! 

Re: [Unity] Solution for DesignTimeResourceDictionary?
Solved in 1.2.5
Re: [Unity] Solution for DesignTimeResourceDictionary?
Yep, it works! Many thanks again! 

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