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PowerQuest 0.20.6
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Gui Image - Gui Images are a bit like props (only not clickable). 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. Image.LockedIndicator.Anim = "Unlocked"; Image.LockedIndicator.PlayAnimationBG("Sparkle");
Inherits IGuiControl.
Properties | |
| new string | Anim [get, set] |
| Gets/Sets the Sprite (or animation) for the gui image. | |
| bool | Animating [get] |
| Whether an animation triggered by PlayAnimation() is currently playing. Note- this does not include animations set using the Anim property. | |
| float | Alpha [get, set] |
| Gets/Sets the transparency of the sprite. (0.0f being fully transparent, 1.0f being fully opaque.) | |
Properties inherited from IGuiControl | |
| 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. | |
| bool | Visible [get, set] |
| Sets the control visible invisible the control. | |
| Vector2 | Position [get, set] |
| Gets/Sets the position of the control. Note that this will be overridden if using AlignTo or FitTo component. | |
| bool | Focused [get] |
| Gets/Sets whether this control is focused (ie: the mouse is hovering over it, or it's selected with keyboard) | |
| 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) | |
| string | Description [get, set] |
| Note: Not all gui controls implement these. But most do, so adding them here for convenience. | |
| 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. | |
| string | Text [get, set] |
| Gets/Sets the text of the control (if it has any) | |
| Color | Color [get, set] |
| Gets/Sets the color for the control (if applicable) | |
Public Member Functions | |
| void | PauseAnimation () |
| Pauses the currently playing animation. Only works for animations played with PlayAnimationBG() | |
| void | ResumeAnimation () |
| Resumes playing the current animation after PauseAnimation() was called. | |
| void | StopAnimation () |
| Stops the current animation- returns to Idle animation. Only works for animations played with PlayAnimationBG() | |
| Coroutine | PlayAnimation (string animName) |
| Plays an animation on the control. Will block the script until complete. | |
| void | PlayAnimationBG (string animName) |
| Play an animation on the control without halting the script. Will return to idle after animation ends, unless pauseAtEnd is true. | |
| void | AddAnimationTrigger (string triggerName, bool removeAfterTriggering, System.Action action) |
| Adds a function to be called on an animation event here. Eg: to play a sound or effect on an animation tag. | |
| void | RemoveAnimationTrigger (string triggerName) |
| Removes an existing animation trigger. | |
| Coroutine | WaitForAnimTrigger (string triggerName) |
| Waits until an Event/Tag in the current animation is reached. | |
| Coroutine | Fade (float start, float end, float duration, eEaseCurve curve=eEaseCurve.Smooth) |
| Fade the sprite's alpha. (0.0f being fully transparent, 1.0f being fully opaque.) | |
| void | FadeBG (float start, float end, float duration, eEaseCurve curve=eEaseCurve.InOutSmooth) |
| Fade the sprite's alpha (non-blocking). (0.0f being fully transparent, 1.0f being fully opaque.) | |
Public Member Functions inherited from IGuiControl | |
| void | Show () |
| Shows the control. | |
| void | Hide () |
| Hides the control. | |
| void | SetPosition (float x, float y) |
| Sets the position of the control. Note that this will be overridden if using AlignTo or FitTo component. | |
| 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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getset |
Gets/Sets the Sprite (or animation) for the gui image.
You can use any sprite/anim in the Gui's own folder, the Gui\GuiSprites or Gui\GuiAnimations folders, or the Inventory folder.
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.
Implements IGuiControl.
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get |
Whether an animation triggered by PlayAnimation() is currently playing. Note- this does not include animations set using the Anim property.
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getset |
Gets/Sets the transparency of the sprite. (0.0f being fully transparent, 1.0f being fully opaque.)
| void PauseAnimation | ( | ) |
Pauses the currently playing animation. Only works for animations played with PlayAnimationBG()
| void ResumeAnimation | ( | ) |
Resumes playing the current animation after PauseAnimation() was called.
| void StopAnimation | ( | ) |
Stops the current animation- returns to Idle animation. Only works for animations played with PlayAnimationBG()
| Coroutine PlayAnimation | ( | string | animName | ) |
Plays an animation on the control. Will block the script until complete.
After finishing, the control returns to it's default sprite/animation specified by the 'Anim' property. 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.
| void PlayAnimationBG | ( | string | animName | ) |
Play an animation on the control without halting the script. Will return to idle after animation ends, unless pauseAtEnd is true.
After finishing, the control returns to it's default sprite/animation specified by the 'Anim' property. 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.
| void AddAnimationTrigger | ( | string | triggerName, |
| bool | removeAfterTriggering, | ||
| System.Action | action ) |
Adds a function to be called on an animation event here. Eg: to play a sound or effect on an animation tag.
Usage: Add an event to the anim called "Trigger" with a string matching the tag you want (eg: "Shoot") Then call C.Player.AddAnimationTrigger( "Shoot", true, ()=>Audio.PlaySound("Gunshot") );
| void RemoveAnimationTrigger | ( | string | triggerName | ) |
Removes an existing animation trigger.
| Coroutine WaitForAnimTrigger | ( | string | triggerName | ) |
Waits until an Event/Tag in the current animation is reached.
Usage:
C.Player.WaitForAnimTrigger("Shoot");.Example: Using it to play a sound and shake the screen at the time in an animation when the player shoots a gun:
C.Dave.PlayAnimationBG("AimAndFireGun");
C.Dave.WaitForAnimTrigger("Shoot");
Audio.Play("Bang");
Camera.Shake();
Barney: Ouch!
| Coroutine Fade | ( | float | start, |
| float | end, | ||
| float | duration, | ||
| eEaseCurve | curve = eEaseCurve.Smooth ) |
Fade the sprite's alpha. (0.0f being fully transparent, 1.0f being fully opaque.)
| void FadeBG | ( | float | start, |
| float | end, | ||
| float | duration, | ||
| eEaseCurve | curve = eEaseCurve.InOutSmooth ) |
Fade the sprite's alpha (non-blocking). (0.0f being fully transparent, 1.0f being fully opaque.)