PowerQuest 0.20.6
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ILabel Interface Reference

Detailed Description

Gui Label - For showing text on your guis

    Label.KeypadReadout.Text = "ENTER PASSWORD";
    Label.ErrorMessage.Show();

Inherits IGuiControl.

Properties

new string Text [get, set]
 Gets/Sets the text in the label. Eg. Labels.EndGameMessage.Text = "Congratulations, you win!";
 
new Color Color [get, set]
 Gets/Sets the color for the label.
 
QuestText TextComponent [get]
 Returns the QuestText component of the label. For more advanced changes to the label (more than just Text, Color, alpha)
 
float Alpha [get, set]
 Gets/Sets the transparency of the text. (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 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.
 

Public Member Functions

Coroutine Fade (float start, float end, float duration, eEaseCurve curve=eEaseCurve.Smooth)
 Fade the sprite's text. (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 text (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)
 

Property Documentation

◆ Text

new string Text
getset

Gets/Sets the text in the label. Eg. Labels.EndGameMessage.Text = "Congratulations, you win!";

Implements IGuiControl.

◆ Color

new Color Color
getset

Gets/Sets the color for the label.

Implements IGuiControl.

◆ TextComponent

QuestText TextComponent
get

Returns the QuestText component of the label. For more advanced changes to the label (more than just Text, Color, alpha)

See also
Text
Color
Alpha

◆ Alpha

float Alpha
getset

Gets/Sets the transparency of the text. (0.0f being fully transparent, 1.0f being fully opaque.)

Member Function Documentation

◆ Fade()

Coroutine Fade ( float start,
float end,
float duration,
eEaseCurve curve = eEaseCurve.Smooth )

Fade the sprite's text. (0.0f being fully transparent, 1.0f being fully opaque.)

◆ FadeBG()

void FadeBG ( float start,
float end,
float duration,
eEaseCurve curve = eEaseCurve.InOutSmooth )

Fade the sprite's text (non-blocking). (0.0f being fully transparent, 1.0f being fully opaque.)