Project Arrhythmia
A video game developed by Vitamin Games.
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UI_Slider Class Reference
+ Inheritance diagram for UI_Slider:

Public Types

enum  DataType { Float = 0 , Int = 1 , Enum = 2 , Runtime = 3 }
 
enum  VisualType { dot , line }
 

Public Member Functions

void DecreaseValue ()
 
void IncreaseValue ()
 
void BarValue ()
 
void UpdateValue (bool _sendEvent=true)
 
int GetWidthOfBar ()
 
void UpdateBar ()
 
void UpdateLeftArrow ()
 
void UpdateTextValue ()
 
void UpdateRightArrow ()
 
void UpdateValueAndRange (float _value, Vector2 _range, Vector2 _visRange)
 
- Public Member Functions inherited from UIElement
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)
 

Public Attributes

UnityEvent< float > OnValueChanged = new UnityEvent<float>()
 
TextMeshProUGUI Label
 
Button LeftButton
 
TextMeshProUGUI LeftButtonText
 
TextMeshProUGUI CenterText
 
RectTransform CenterTextRect
 
Button RightButton
 
TextMeshProUGUI RightButtonText
 
TextMeshProUGUI ValueText
 
- Public Attributes inherited from UIElement
bool AutoShow = false
 
bool AutoHide = false
 
Graphic[] graphics
 
Graphic[] subGraphics
 

Protected Member Functions

void Start ()
 
override void OnAwake ()
 Wrapper for awake to ensure it happens at the correct time (cut down on race conditions)
 
override void OnShow ()
 
override void DisableElement ()
 
override void OnGlitch (float _value)
 
- Protected Member Functions inherited from UIElement
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)
 
void OnGlitch (float _value)
 

Private Attributes

DataType DataIDType
 
string DataID
 
string LeftDeadChar = "◁"
 
string LeftChar = "◀"
 
string RightDeadChar = "▷"
 
string RightChar = "▶"
 
char UnselectedChar = '░'
 
char SelectedChar = '▓'
 
VisualType Type = VisualType.line
 
float Value
 
float Default
 
float ChangeAmount
 
Vector2 Range
 
Vector2 VisualRange
 
bool ShowValue
 
string[] Values = new string[] { }
 
Camera camRef
 
Debounce blockSFXDebounceSub = new Debounce()
 
Debounce blockSFXDebounceAdd = new Debounce()
 

Static Private Attributes

const float BlockDebounceTime = 0.15f
 

Additional Inherited Members

- Static Public Attributes inherited from UIElement
const float ANIMATE_IN_TIME = 0.3f
 
const float ANIMATE_GLITCH_TIME = 0.3f
 
const float ANIMATE_OUT_TIME = 0.3f
 
- Protected Attributes inherited from UIElement
Dictionary< TextMeshProUGUI, GameObjectLocalizer > localizers = new Dictionary<TextMeshProUGUI, GameObjectLocalizer>()
 
Dictionary< TextMeshProUGUI, LocalizeStringEvent > localizersStr = new Dictionary<TextMeshProUGUI, LocalizeStringEvent>()
 
float GlitchVal = 1
 
- Properties inherited from UIElement
float GlitchLevel [get]
 

Member Function Documentation

◆ OnAwake()

override void UI_Slider.OnAwake ( )
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: