Abstract base class for UI elements in the project.
More...
|
|
void | InitTweener () |
| |
|
void | ClearGraphics () |
| |
|
void | InitGraphics () |
| |
|
void | Awake () |
| |
|
IEnumerator | DelayedAwake () |
| |
| void | Show (float _delay) |
| | Show after set delay.
|
| |
| void | Show (float _delayMin, float _delayMax) |
| | Show after randomized delay.
|
| |
|
void | Show () |
| | Show UIElement.
|
| |
|
void | ShowCustom (float _time) |
| | Show UIElement.
|
| |
|
void | Hide () |
| | Used on Close of Popup.
|
| |
|
void | HideCustom (float _time) |
| | Close UIElement.
|
| |
|
void | HideInstant () |
| |
|
void | ShowInstant () |
| |
|
void | Stutter () |
| |
|
void | PlayGlitch (float _start, float _end, float _duration) |
| |
|
void | Glitch (float _value) |
| |
|
void | SubGlitch (Graphic _graphic) |
| |
|
void | SubGlitchTo (Graphic _graphic, float _to, float _duration=ANIMATE_GLITCH_TIME) |
| |
|
StringBuilder | GetSB () |
| |
|
void | SubGlitch (Graphic _graphic, float _value, float _valueOffset=0, bool encapsulate=true, bool onlyGlitchNew=false) |
| |
|
void | ExecUIEvent (string _func) |
| |
|
void | OpenLink (string _url) |
| |
|
void | UpdateSelection (GameObject _selection) |
| |
|
void | ToggleGraphics (bool _state) |
| |
|
|
bool | AutoShow = false |
| |
|
bool | AutoHide = false |
| |
|
Graphic[] | graphics |
| |
|
Graphic[] | subGraphics |
| |
|
|
const float | ANIMATE_IN_TIME = 0.3f |
| |
|
const float | ANIMATE_GLITCH_TIME = 0.3f |
| |
|
const float | ANIMATE_OUT_TIME = 0.3f |
| |
|
|
void | OnShow () |
| | Wrapper for awake to ensure it happens at the correct time (cut down on race conditions)
|
| |
|
void | DisableElement () |
| | Wrapper for awake to ensure it happens at the correct time (cut down on race conditions)
|
| |
|
virtual void | OnDestroyElement () |
| | Wrapper for Destroy to ensure it happens at the correct time (cut down on race conditions)
|
| |
| virtual void | OnAwake () |
| | Wrapper for awake to ensure it happens at the correct time (cut down on race conditions)
|
| |
|
void | OnGlitch (float _value) |
| |
|
|
Dictionary< TextMeshProUGUI, GameObjectLocalizer > | localizers = new Dictionary<TextMeshProUGUI, GameObjectLocalizer>() |
| |
|
Dictionary< TextMeshProUGUI, LocalizeStringEvent > | localizersStr = new Dictionary<TextMeshProUGUI, LocalizeStringEvent>() |
| |
|
float | GlitchVal = 1 |
| |
|
|
void | OnDestroy () |
| |
| IEnumerator | DelayedShow (float _delay) |
| | Show after set delay.
|
| |
|
void | ApplyLocale (TextMeshProUGUI _ui, System.Action _callback) |
| |
|
void | GetGraphics () |
| |
|
string | GenerateRandomFiller (char _letter, float _value) |
| |
|
string | GenerateRandomFiller () |
| |
|
|
MultiElementTargetGraphics | multiGraphics |
| |
|
Tweener | activeTweener |
| |
|
Tweener | activeSubTweener |
| |
|
TextMeshProUGUI | tmpTMP |
| |
|
StringBuilder | sb = new StringBuilder() |
| |
Abstract base class for UI elements in the project.
◆ DelayedShow()
| IEnumerator UIElement.DelayedShow |
( |
float | _delay | ) |
|
|
private |
Show after set delay.
- Parameters
-
- Returns
◆ OnAwake()
| virtual void UIElement.OnAwake |
( |
| ) |
|
|
protectedvirtual |
Wrapper for awake to ensure it happens at the correct time (cut down on race conditions)
Reimplemented in UI_Slider, and UI_Toggle.
◆ Show() [1/2]
| void UIElement.Show |
( |
float | _delay | ) |
|
Show after set delay.
- Parameters
-
- Returns
◆ Show() [2/2]
| void UIElement.Show |
( |
float | _delayMin, |
|
|
float | _delayMax ) |
Show after randomized delay.
- Parameters
-
| _delayMin | Min possible delay in seconds |
| _delayMax | Max possible delay in seconds |
- Returns
◆ fillerChars
| string [] UIElement.fillerChars |
|
staticprivate |
Initial value:= new string[] {
"▓",
"▒",
" "
}
The documentation for this class was generated from the following file:
- C:/Users/Pidge/Documents/gamedev/core_project_arrhythmia/Assets/_Prefabs/New Menus/Scripts/UIElement.cs