All gui controls inherit from IGuiControl. (Buttons, Labels, etc)
Label.ErrorMessage.Show();
Image.Crosshair.Position = E.MousePosition();
Button.Accept.Hide();
Also see specific gui controls: IButton, IImage, ILabel, IInventoryPanel, ISlider, ITextField
Inherited by IButton, IContainer, IImage, IInventoryPanel, ILabel, ISlider, and ITextField.
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| MonoBehaviour | Instance [get] |
| | Access to the actual game object component in the scene. Note that controls themselves can be cast to their component type if known.
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| bool | Visible [get, set] |
| | Sets the control visible invisible the control.
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| Vector2 | Position [get, set] |
| | Gets/Sets the position of the control. Note that this will be overridden if using AlignTo or FitTo component.
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| bool | Focused [get] |
| | Gets/Sets whether this control is focused (ie: the mouse is hovering over it, or it's selected with keyboard)
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| bool | HasKeyboardFocus [get, set] |
| | Gets/Sets whether this control has the current keyboard focus (can also be used for specifying which control has 'controller' focus)
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| string | Description [get, set] |
| | Note: Not all gui controls implement these. But most do, so adding them here for convenience.
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| string | Cursor [get, set] |
| | Gets or sets the cursor to show when hovering over the control (if it's clickable). If empty, default active cursor will be used.
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| string | Text [get, set] |
| | Gets/Sets the text of the control (if it has any)
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| string | Anim [get, set] |
| | Gets/Sets the Sprite (or animation) for the control. (if applicable). Note, that by default gui Image controls may not have a "Power Sprite Animation" component, and this needs to be added for them to play animations.
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| Color | Color [get, set] |
| | Gets/Sets the color for the control (if applicable)
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| void | Show () |
| | Shows the control.
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| void | Hide () |
| | Hides the control.
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| void | SetPosition (float x, float y) |
| | Sets the position of the control. Note that this will be overridden if using AlignTo or FitTo component.
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| GuiControl | DuplicateControl (string name=null, IGuiControl parent=null) |
| | Duplicates the control. Useful for adding elements dynamically to a gui. You can optionally specify a new name for the control, and a parent object (such as a grid container)
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◆ Instance
Access to the actual game object component in the scene. Note that controls themselves can be cast to their component type if known.
◆ Visible
Sets the control visible invisible the control.
◆ Position
Gets/Sets the position of the control. Note that this will be overridden if using AlignTo or FitTo component.
◆ Focused
Gets/Sets whether this control is focused (ie: the mouse is hovering over it, or it's selected with keyboard)
◆ HasKeyboardFocus
Gets/Sets whether this control has the current keyboard focus (can also be used for specifying which control has 'controller' focus)
◆ Description
Note: Not all gui controls implement these. But most do, so adding them here for convenience.
Gets/Sets the description text shown to players when they hover the mouse over the control (if it's clickable).
Implemented in IButton, ISlider, and ITextField.
◆ Cursor
Gets or sets the cursor to show when hovering over the control (if it's clickable). If empty, default active cursor will be used.
Implemented in IButton, ISlider, and ITextField.
◆ Text
◆ Anim
Gets/Sets the Sprite (or animation) for the control. (if applicable). Note, that by default gui Image controls may not have a "Power Sprite Animation" component, and this needs to be added for them to play animations.
Implemented in IButton, and IImage.
◆ Color
◆ Show()
◆ Hide()
◆ SetPosition()
| void SetPosition |
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float | x, |
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float | y ) |
Sets the position of the control. Note that this will be overridden if using AlignTo or FitTo component.
◆ DuplicateControl()
| GuiControl DuplicateControl |
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string | name = null, |
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IGuiControl | parent = null ) |
Duplicates the control. Useful for adding elements dynamically to a gui. You can optionally specify a new name for the control, and a parent object (such as a grid container)