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override bool | IsElementActive () |
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override bool | AutoFillTextLabel () |
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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 | 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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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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enum | EHighlightSource { Internal = 0,
UserInput,
TouchExplore
} |
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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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