Version: 2018.2

Dropdown

class in UnityEngine.UI

/

Inherits from:UI.Selectable


Implements interfaces:ICancelHandler, IEventSystemHandler, IPointerClickHandler, ISubmitHandler

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Description

A standard dropdown that presents a list of options when clicked, of which one can be chosen.

The dropdown component is a Selectable. When an option is chosen, the label and/or image of the control changes to show the chosen option.

When a dropdown event occurs a callback is sent to any registered listeners of onValueChanged.

Variables

captionImageThe Image component to hold the image of the currently selected option.
captionTextThe Text component to hold the text of the currently selected option.
itemImageThe Image component to hold the image of the item.
itemTextThe Text component to hold the text of the item.
onValueChangedA UnityEvent that is invoked when when a user has clicked one of the options in the dropdown list.
optionsThe list of possible options. A text string and an image can be specified for each option.
templateThe Rect Transform of the template for the dropdown list.
valueThe Value is the index number of the current selection in the Dropdown. 0 is the first option in the Dropdown, 1 is the second, and so on.

Public Functions

AddOptionsAdd multiple options to the options of the Dropdown based on a list of OptionData objects.
ClearOptionsClear the list of options in the Dropdown.
HideHide the dropdown list.
OnCancelCalled by a BaseInputModule when a Cancel event occurs.
OnPointerClickHandling for when the dropdown is 'clicked'.
OnSubmitWhat to do when the event system sends a submit Event.
RefreshShownValueRefreshes the text and image (if available) of the currently selected option.If you have modified the list of options, you should call this method afterwards to ensure that the visual state of the dropdown corresponds to the updated options.
ShowShow the dropdown list.

Protected Functions

CreateBlockerOverride this method to implement a different way to obtain a blocker GameObject.
CreateDropdownListOverride this method to implement a different way to obtain a dropdown list GameObject.
CreateItemOverride this method to implement a different way to obtain an option item.
DestroyBlockerOverride this method to implement a different way to dispose of a blocker GameObject that blocks clicks to other controls while the dropdown list is open.
DestroyDropdownListOverride this method to implement a different way to dispose of a dropdown list GameObject.
DestroyItemOverride this method to implement a different way to dispose of an option item.

Inherited members

Static Variables

allSelectablesList of all the selectable objects currently active in the scene.

Variables

enabledВключенное Поведение обновляется, выключенное Поведение не обновляется.
isActiveAndEnabledHas the Behaviour had enabled called.
gameObjectИгровой объект к которому прикреплён данный компонент. Компонент всегда прикреплён к игровому объекту.
tagТег данного игрового объекта.
transformThe Transform attached to this GameObject.
runInEditModeAllow a specific instance of a MonoBehaviour to run in edit mode (only available in the editor).
useGUILayoutDisabling this lets you skip the GUI layout phase.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.
animationTriggersThe AnimationTriggers for this selectable object.
animatorConvenience function to get the Animator component on the GameObject.
colorsThe ColorBlock for this selectable object.
imageConvenience function that converts the referenced Graphic to a Image, if possible.
interactableUse to enable or disable the ability to select a selectable UI element (for example, a Button).
navigationThe Navigation setting for this selectable object.
spriteStateThe SpriteState for this selectable object.
targetGraphicGraphic that will be transitioned upon.
transitionThe type of transition that will be applied to the targetGraphic when the state changes.

Public Functions

BroadcastMessageВызывает метод названный methodName на каждом MonoBehaviour этого game object-а или любого из его потомков.
CompareTagПомечен ли данный игровой объект тегом tag?
GetComponentВозвращает компонент типа type, если он прикреплен к игровому объекту и null, если не прикреплен.
GetComponentInChildrenВозвращает компонент типа type в GameObject или некоторого его потомка через поиск в глубину.
GetComponentInParentВозвращает все компоненты типа type из GameObject'а или из любого его родителя.
GetComponentsВозвращает все компоненты типа type в GameObject.
GetComponentsInChildrenВозвращает все компоненты типа type в GameObject или любому из его потомков.
GetComponentsInParentВозвращает все компоненты типа type в GameObject или любому из его родителей.
SendMessageВызывает метод с названием methodName в каждом MonoBehaviour в этом игровом объекте.
SendMessageUpwardsВызывает метод с именем methodName в каждом MonoBehaviour в этом игровом объекте и в каждом предке поведения.
CancelInvokeОтменяет все вызовы Invoke в этом MonoBehaviour.
InvokeВызывает метод methodName по истечении времени time секунд.
InvokeRepeatingВызывает метод methodName по истечении времени time секунд, затем повторяет вызов каждые repeatRate секунд.
IsInvokingЕсть ли какой то ожидающий вызов methodName?
StartCoroutineЗапуск корутины.
StopAllCoroutinesОстанавливает все корутины запущенные на этом MonoBehaviour.
StopCoroutineОстанавливает все корутины с именем methodName запущенные на этом MonoBehaviour.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the GameObject.
FindSelectableFinds the selectable object next to this one.
FindSelectableOnDownFind the selectable object below this one.
FindSelectableOnLeftFind the selectable object to the left of this one.
FindSelectableOnRightFind the selectable object to the right of this one.
FindSelectableOnUpFind the selectable object above this one.
IsInteractableUI.Selectable.IsInteractable.
OnDeselectUnset selection and transition to appropriate state.
OnMoveDetermine in which of the 4 move directions the next selectable object should be found.
OnPointerDownEvaluate current state and transition to pressed state.
OnPointerEnterEvaluate current state and transition to appropriate state.
OnPointerExitEvaluate current state and transition to normal state.
OnPointerUpEvaluate eventData and transition to appropriate state.
OnSelectSet selection and transition to appropriate state.
SelectSelects this Selectable.
IsActiveВозвращает true если GameObject и Component активны.
IsDestroyedВозвращает true если родное представление поведения было разрушено.

Protected Functions

DoStateTransitionTransition the Selectable to the entered state.
InstantClearStateClear any internal state from the Selectable (used when disabling).
IsHighlightedReturns whether the selectable is currently 'highlighted' or not.
IsPressedWhether the current selectable is being pressed.
OnDisableСм. MonoBehaviour.OnDisable.
UpdateSelectionStateInternally update the selection state of the Selectable.
AwakeСм. MonoBehaviour.Awake.
OnBeforeTransformParentChangedСм. MonoBehaviour.OnBeforeTransformParentChanged.
OnCanvasGroupChangedСм. MonoBehaviour.OnCanvasGroupChanged.
OnCanvasHierarchyChangedCalled when the state of the parent Canvas is changed.
OnDestroyСм. MonoBehaviour.OnDestroy.
OnDidApplyAnimationPropertiesСм. MonoBehaviour.OnDidApplyAnimationProperties.
OnDisableСм. MonoBehaviour.OnDisable.
OnEnableСм. MonoBehaviour.OnEnable.
OnRectTransformDimensionsChangeThis callback is called if an associated RectTransform has its dimensions changed.
OnTransformParentChangedСм. MonoBehaviour.OnRectTransformParentChanged.
OnValidateСм. MonoBehaviour.OnValidate.
ResetСм. MonoBehaviour.Reset.
StartСм. MonoBehaviour.Start.

Static Functions

printLogs message to the Unity Console (identical to Debug.Log).
DestroyУдаляет GameObject, Component или Asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

Messages

AwakeФункция Awake вызывается когда экземпляр скрипта будет загружен.
FixedUpdateЭта функция вызывается с частотой фиксированных кадров (fixed framerate), если MonoBehaviour включен.
LateUpdateLateUpdate вызывается каждый кадр, если Behaviour включен.
OnAnimatorIKОбратный вызов (Callback) для установки IK анимации (инверсной кинематики).
OnAnimatorMoveОбратный вызов для обработки перемещения анимации для модификации смещения корня.
OnApplicationFocusПосылается ко всем игровым объектам когда плейер получает или теряет фокус.
OnApplicationPauseПосылается ко всем игровым объектам когда плейер на паузе.
OnApplicationQuitSent to all game objects before the application quits.
OnAudioFilterReadIf OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain.
OnBecameInvisibleOnBecameInvisible is called when the renderer is no longer visible by any camera.
OnBecameVisibleOnBecameVisible is called when the renderer became visible by any camera.
OnCollisionEnterOnCollisionEnter вызывается, когда этот collider/rigidbody начал соприкосновение с другим rigidbody/collider.
OnCollisionEnter2DПередается когда входящий коллайдер контактирует с коллайдером данного объекта (только 2D физика).
OnCollisionExitOnCollisionExit вызывается, когда collider/rigidbody прекращает контакт с другим rigidbody/collider.
OnCollisionExit2DПередается, когда коллайдер другого объекта перестает соприкасаться с коллайдером этого объекта (только 2D физика).
OnCollisionStay:ref::OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
OnCollisionStay2DПередается каждый кадр, пока коллайдер другого объекта контактирует с коллайдером данного объекта (только 2D физика).
OnConnectedToServerCalled on the client when you have successfully connected to a server.
OnControllerColliderHitOnControllerColliderHit вызывается тогда, когда контроллер сталкивается с коллайдеров, во время выполнения метода Move.
OnDestroyDestroying the attached Behaviour will result in the game or Scene receiving OnDestroy.
OnDisableThis function is called when the behaviour becomes disabled.
OnDisconnectedFromServerCalled on the client when the connection was lost or you disconnected from the server.
OnDrawGizmosImplement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn.
OnDrawGizmosSelectedImplement OnDrawGizmosSelected to draw a gizmo if the object is selected.
OnEnableThis function is called when the object becomes enabled and active.
OnFailedToConnectCalled on the client when a connection attempt fails for some reason.
OnFailedToConnectToMasterServerCalled on clients or servers when there is a problem connecting to the MasterServer.
OnGUIOnGUI is called for rendering and handling GUI events.
OnJointBreakВызывается при разрушении сустава, прикрепленного к такому же игровому объекту.
OnJointBreak2DCalled when a Joint2D attached to the same game object breaks.
OnMasterServerEventCalled on clients or servers when reporting events from the MasterServer.
OnMouseDown OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider.
OnMouseDragOnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse.
OnMouseEnterCalled when the mouse enters the GUIElement or Collider.
OnMouseExitCalled when the mouse is not any longer over the GUIElement or Collider.
OnMouseOverCalled every frame while the mouse is over the GUIElement or Collider.
OnMouseUpOnMouseUp is called when the user has released the mouse button.
OnMouseUpAsButtonOnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed.
OnNetworkInstantiateCalled on objects which have been network instantiated with Network.Instantiate.
OnParticleCollisionOnControllerColliderHit вызывается тогда, когда контроллер сталкивается с коллайдеров, во время выполнения метода Move.
OnParticleSystemStoppedOnParticleSystemStopped is called when all particles in the system have died, and no new particles will be born. New particles cease to be created either after Stop is called, or when the duration property of a non-looping system has been exceeded.
OnParticleTriggerOnParticleTrigger is called when any particles in a particle system meet the conditions in the trigger module.
OnPlayerConnectedCalled on the server whenever a new player has successfully connected.
OnPlayerDisconnectedCalled on the server whenever a player disconnected from the server.
OnPostRenderOnPostRender is called after a camera finished rendering the Scene.
OnPreCullOnPreCull is called before a camera culls the Scene.
OnPreRenderOnPreRender is called before a camera starts rendering the Scene.
OnRenderImageOnRenderImage вызывается после того как весь рендеринг для отрисовки изображения завершиться.
OnRenderObjectOnRenderObject is called after camera has rendered the Scene.
OnSerializeNetworkViewUsed to customize synchronization of variables in a script watched by a network view.
OnServerInitializedCalled on the server whenever a Network.InitializeServer was invoked and has completed.
OnTransformChildrenChangedThis function is called when the list of children of the transform of the GameObject has changed.
OnTransformParentChangedThis function is called when the parent property of the transform of the GameObject has changed.
OnTriggerEnter OnTriggerEnter is called when the GameObject collides with another GameObject.
OnTriggerEnter2DПередается, когда другой обьект входит в триггер присоединенный к данному обьекту (только 2D физика).
OnTriggerExitOnTriggerExit вызывается, когда Collider other перестает соприкасаться с триггером.
OnTriggerExit2DПередается когда другой объект покидает триггер, присоединенный к данному объекту(только 2D физика).
OnTriggerStayOnTriggerStay is called once per physics update for every Collider other that is touching the trigger.
OnTriggerStay2DПередается каждый кадр, пока другой объект находится в триггере, присоединенном к этому объекту (только 2D физика).
OnValidateЭта функция вызывается когда скрипт загружается или изменяется значение в Инспекторе (Вызывается только в редакторе).
OnWillRenderObjectOnWillRenderObject is called for each camera if the object is visible and not a UI element.
ResetReset to default values.
StartStart is called on the frame when a script is enabled just before any of the Update methods are called the first time.
UpdateUpdate вызывается каждый кадр, если MonoBehaviour включен.