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| enum | DataType { Float = 0
, Int = 1
, Enum = 2
, Runtime = 3
} |
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| enum | VisualType { dot
, line
} |
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void | DecreaseValue () |
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void | IncreaseValue () |
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void | BarValue () |
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void | UpdateValue (bool _sendEvent=true) |
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int | GetWidthOfBar () |
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void | UpdateBar () |
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void | UpdateLeftArrow () |
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void | UpdateTextValue () |
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void | UpdateRightArrow () |
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void | UpdateValueAndRange (float _value, Vector2 _range, Vector2 _visRange) |
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void | InitTweener () |
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void | ClearGraphics () |
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void | InitGraphics () |
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void | Awake () |
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IEnumerator | DelayedAwake () |
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| void | Show (float _delay) |
| | Show after set delay.
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| void | Show (float _delayMin, float _delayMax) |
| | Show after randomized delay.
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void | Show () |
| | Show UIElement.
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void | ShowCustom (float _time) |
| | Show UIElement.
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void | Hide () |
| | Used on Close of Popup.
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void | HideCustom (float _time) |
| | Close UIElement.
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void | HideInstant () |
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void | ShowInstant () |
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void | Stutter () |
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void | PlayGlitch (float _start, float _end, float _duration) |
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void | Glitch (float _value) |
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void | SubGlitch (Graphic _graphic) |
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void | SubGlitchTo (Graphic _graphic, float _to, float _duration=ANIMATE_GLITCH_TIME) |
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StringBuilder | GetSB () |
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void | SubGlitch (Graphic _graphic, float _value, float _valueOffset=0, bool encapsulate=true, bool onlyGlitchNew=false) |
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void | ExecUIEvent (string _func) |
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void | OpenLink (string _url) |
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void | UpdateSelection (GameObject _selection) |
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void | ToggleGraphics (bool _state) |
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UnityEvent< float > | OnValueChanged = new UnityEvent<float>() |
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TextMeshProUGUI | Label |
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Button | LeftButton |
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TextMeshProUGUI | LeftButtonText |
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TextMeshProUGUI | CenterText |
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RectTransform | CenterTextRect |
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Button | RightButton |
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TextMeshProUGUI | RightButtonText |
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TextMeshProUGUI | ValueText |
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bool | AutoShow = false |
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bool | AutoHide = false |
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Graphic[] | graphics |
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Graphic[] | subGraphics |
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void | Start () |
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| override void | OnAwake () |
| | Wrapper for awake to ensure it happens at the correct time (cut down on race conditions)
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override void | OnShow () |
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override void | DisableElement () |
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override void | OnGlitch (float _value) |
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void | OnShow () |
| | Wrapper for awake to ensure it happens at the correct time (cut down on race conditions)
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void | DisableElement () |
| | Wrapper for awake to ensure it happens at the correct time (cut down on race conditions)
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virtual void | OnDestroyElement () |
| | Wrapper for Destroy to ensure it happens at the correct time (cut down on race conditions)
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void | OnGlitch (float _value) |
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DataType | DataIDType |
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string | DataID |
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string | LeftDeadChar = "◁" |
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string | LeftChar = "◀" |
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string | RightDeadChar = "▷" |
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string | RightChar = "▶" |
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char | UnselectedChar = '░' |
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char | SelectedChar = '▓' |
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VisualType | Type = VisualType.line |
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float | Value |
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float | Default |
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float | ChangeAmount |
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Vector2 | Range |
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Vector2 | VisualRange |
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bool | ShowValue |
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string[] | Values = new string[] { } |
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Camera | camRef |
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Debounce | blockSFXDebounceSub = new Debounce() |
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Debounce | blockSFXDebounceAdd = new Debounce() |
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const float | BlockDebounceTime = 0.15f |
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const float | ANIMATE_IN_TIME = 0.3f |
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const float | ANIMATE_GLITCH_TIME = 0.3f |
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const float | ANIMATE_OUT_TIME = 0.3f |
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Dictionary< TextMeshProUGUI, GameObjectLocalizer > | localizers = new Dictionary<TextMeshProUGUI, GameObjectLocalizer>() |
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Dictionary< TextMeshProUGUI, LocalizeStringEvent > | localizersStr = new Dictionary<TextMeshProUGUI, LocalizeStringEvent>() |
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float | GlitchVal = 1 |
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float | GlitchLevel [get] |
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◆ OnAwake()
| override void UI_Slider.OnAwake |
( |
| ) |
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protectedvirtual |
Wrapper for awake to ensure it happens at the correct time (cut down on race conditions)
Reimplemented from UIElement.
The documentation for this class was generated from the following file:
- C:/Users/Pidge/Documents/gamedev/core_project_arrhythmia/Assets/_Prefabs/New Menus/Scripts/UI_Slider.cs