Hi,
Such popup list and drop down are actually quite serious to implement if you ant it to be done right and behaving like we are use to. So not trivial I am afraid, especially if you want to design it at runtime.
I would go for prefabs at the moment, building your UI component using prefab and then instantiate it
as for the actual popup content, ArrayMaker to the rescue
If you can set the text value of a nGui component already, then you have all the building blocks to play around with this.
like with all these components, the key to achieve something when you don't know where to start is to define the specifications. Write a document explananing with as little word as you can the mechanism, and you will then be able to extract the various internal feature of it. Then you cut down the work in small chunck
-- Can I inject a text in a ngui label component with playmaker
-- Can I create that text at runtime using a prefab and maybe a fsm inside it so I can simply fire an event to it with a string in the event data so that the text gameObject itself inject this text in the gui label.
-- can I manage a given number of text field.
-- Creating and removing items on demand based on the content of an ArrayMaker List of or hashtable
etc etc
Each if these smaller feature are easier to tackle because precise. Once you have them all covered, you put that together and shape your final UI component.
Go through this process, if you are having problem down the road, I'll make a working example. I never provided anything with nGUI yet, so it could be a starting point as many of you do use nGUI.
bye,
Jean