This is the base for all accessibility UI components. Use this to set values directly.
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enum | EHighlightSource { Internal = 0,
UserInput,
TouchExplore
} |
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void | Initialize () |
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void | SetAsStartItem () |
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virtual bool | Is3DElement () |
| Whether this is a 3D object (actual 3D, not on a UI canvas or NGUI root) More...
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virtual bool | AutoFillTextLabel () |
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virtual bool | IsInteractable () |
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void | Interact () |
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void | InteractEnd () |
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void | InteractAbort () |
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string | GetTextToRead () |
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void | SetCustomText (string itemText) |
| Convenience function to set the text on this element manually and disable the automatic label reading at the same time Text is expected to be localized (if applicable). This function will disable the setting treating the text as a localization key More...
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virtual string | GetCurrentValueAsText () |
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virtual AudioClip | GetCurrentValueAsAudio () |
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virtual bool | IsElementActive () |
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bool | SelectItem (bool forceRepeatItem=false) |
| Call this function to force select this UI element. By default, if the element is already selected before this function was called, the element is not read out aloud again. If you want to force the repetition, pass true as a parameter. More...
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virtual bool | Increment () |
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virtual bool | Decrement () |
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virtual void | HoverHighlight (bool enable, EHighlightSource selectionSource) |
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GameObject | GetTargetGameObject () |
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bool | IsNameLocalizationKey () |
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string | GetCustomHint () |
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void | SetCustomHintText (string hintText, bool isLocalizationKey=false) |
| Sets a custom hint text for this UI element, overriding the default text. The purpose of this text is to tell the player how to use the UI element, and give additional information as to what the element does. Most of the time, changing this is NOT needed. A default hint for a button (on mobile) would for example be 'Double tap to activate'. It might makes sense to change this to 'Double tap to sell this inventory item' Only interactive UI elements support hint texts. More...
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void | ResetHintText () |
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static string | FilterText (string text) |
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UnityEvent | m_OnInteractionStart = new UnityEvent() |
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UnityEvent | m_OnInteractionEnd = new UnityEvent() |
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UnityEvent | m_OnInteractionAbort = new UnityEvent() |
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bool | m_ForceStartHere = false |
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int | m_ManualPositionOrder = -1 |
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GameObject | m_ManualPositionParent = null |
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bool | m_UseTargetForOutline = false |
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int | m_PositionOrder = 0 |
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int | m_SecondaryOrder = 0 |
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Vector2 | m_Pos = new Vector2(0, 0) |
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AudioClip | m_TextAsAudio = null |
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string | m_Prefix = "" |
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bool | m_PrefixIsLocalizationKey = false |
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bool | m_PrefixIsPostFix = false |
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bool | m_FilterText = true |
| Only relevant if this is not a combination string.
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string | m_Text = "" |
| This will remove formatting from text, for example or [#FF3C3C] and [-]. More...
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GameObject | m_NameLabel = null |
| Label that contains the name or description of the edit box. Use this to directly read localized content.
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List< GameObject > | m_AdditionalNameLabels = null |
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GameObject[] | m_TestList = null |
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bool | m_IsLocalizationKey = false |
| Uses the text inside m_NameLabel and requests translation. More...
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bool | m_TryToReadLabel = true |
| Only works if there is a text label component either on this GameObject or set as a reference.
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GameObject | m_ReferenceElement = null |
| Only set this if the accessibility component doesn't sit on the same GameObject.
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bool | m_AllowVoiceOver = true |
| In very specific circumstances it can make sense to deliberately prevent using VoiceOver from speaking this element.
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bool | m_ReadType = true |
| In very specific circumstances you might want to suppress the reading of the type.
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bool | m_WasJustAdded = true |
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AccessibleUIGroupRoot.EUIElement | m_Type = AccessibleUIGroupRoot.EUIElement.EUndefined |
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bool | m_CustomHint = false |
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AudioClip | m_HintAsAudio = null |
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string | m_Hint = "" |
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bool | m_HintIsLocalizationKey = false |
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bool | m_IsInsideScrollView = false |
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bool | m_IsInitialized = false |
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UAPHighlightCallback | m_CallbackOnHighlight = new UAPHighlightCallback() |
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virtual void | AutoInitialize () |
| Do not call this function directly, use Initialize() instead. More...
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virtual void | OnInteract () |
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virtual void | OnInteractEnd () |
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virtual void | OnInteractAbort () |
| End the interaction but - if it makes sense - restore previous value.
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string | CombinePrefix (string text) |
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virtual string | GetMainText () |
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virtual void | OnHoverHighlight (bool enable) |
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string | GetTextFromTextMeshPro (Component textMeshProLabel) |
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virtual string | GetLabelText (GameObject go) |
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Component | GetTextMeshProLabelInChildren () |
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This is the base for all accessibility UI components. Use this to set values directly.
virtual void UAP_BaseElement.AutoInitialize |
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protectedvirtual |
virtual bool UAP_BaseElement.Is3DElement |
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Whether this is a 3D object (actual 3D, not on a UI canvas or NGUI root)
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Reimplemented in UAP_BaseElement_3D.
bool UAP_BaseElement.SelectItem |
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bool |
forceRepeatItem = false | ) |
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Call this function to force select this UI element. By default, if the element is already selected before this function was called, the element is not read out aloud again. If you want to force the repetition, pass true as a parameter.
- Parameters
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forceRepeatItem | If true, the item will be read aloud again even if it was already selected. Has no effect if the item wasn't selected prior to this function call. |
void UAP_BaseElement.SetCustomHintText |
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string |
hintText, |
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bool |
isLocalizationKey = false |
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Sets a custom hint text for this UI element, overriding the default text. The purpose of this text is to tell the player how to use the UI element, and give additional information as to what the element does. Most of the time, changing this is NOT needed. A default hint for a button (on mobile) would for example be 'Double tap to activate'. It might makes sense to change this to 'Double tap to sell this inventory item' Only interactive UI elements support hint texts.
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void UAP_BaseElement.SetCustomText |
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string |
itemText | ) |
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Convenience function to set the text on this element manually and disable the automatic label reading at the same time Text is expected to be localized (if applicable). This function will disable the setting treating the text as a localization key
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bool UAP_BaseElement.m_IsLocalizationKey = false |
Uses the text inside m_NameLabel and requests translation.
GameObject UAP_BaseElement.m_NameLabel = null |
Label that contains the name or description of the edit box. Use this to directly read localized content.
string UAP_BaseElement.m_Text = "" |
This will remove formatting from text, for example or [#FF3C3C] and [-].
This variable contains the text that will be read aloud if this UI element receives focus. This variable will only be used if the plugin is not reading text directly from a text label.
The documentation for this class was generated from the following file:
- D:/Dev/P4/Projects/UnityAccessibilityPlugin/UnityAccessibilityPlugin/Assets/UAP/Scripts/Core/UAP_BaseElement.cs