class in UnityEngine.UI
/
Inherits from:EventSystems.UIBehaviour
Implements interfaces:ICanvasElement
Switch to ManualBase class for all visual UI Component.
When creating visual UI components you should inherit from this class. Below is a simple example that draws a colored quad inside the Rect Transform area.
using UnityEngine; using UnityEngine.UI;
[ExecuteInEditMode] public class SimpleImage : Graphic { protected override void OnPopulateMesh(VertexHelper vh) { Vector2 corner1 = Vector2.zero; Vector2 corner2 = Vector2.zero;
corner1.x = 0f; corner1.y = 0f; corner2.x = 1f; corner2.y = 1f;
corner1.x -= rectTransform.pivot.x; corner1.y -= rectTransform.pivot.y; corner2.x -= rectTransform.pivot.x; corner2.y -= rectTransform.pivot.y;
corner1.x *= rectTransform.rect.width; corner1.y *= rectTransform.rect.height; corner2.x *= rectTransform.rect.width; corner2.y *= rectTransform.rect.height;
vh.Clear();
UIVertex vert = UIVertex.simpleVert;
vert.position = new Vector2(corner1.x, corner1.y); vert.color = color; vh.AddVert(vert);
vert.position = new Vector2(corner1.x, corner2.y); vert.color = color; vh.AddVert(vert);
vert.position = new Vector2(corner2.x, corner2.y); vert.color = color; vh.AddVert(vert);
vert.position = new Vector2(corner2.x, corner1.y); vert.color = color; vh.AddVert(vert);
vh.AddTriangle(0, 1, 2); vh.AddTriangle(2, 3, 0); } }
defaultGraphicMaterial | Default material used to draw UI elements if no explicit material was specified. |
canvas | A reference to the Canvas this Graphic is rendering to. |
canvasRenderer | The CanvasRenderer used by this Graphic. |
color | Base color of the Graphic. |
defaultMaterial | Returns the default material for the graphic. |
depth | Absolute depth of the graphic in the hierarchy, used by rendering and events. |
mainTexture | The graphic's texture. (Read Only). |
material | The Material set by the user. |
materialForRendering | The material that will be sent for Rendering (Read only). |
raycastTarget | Should this graphic be considered a target for raycasting? |
rectTransform | The RectTransform component used by the Graphic. |
CrossFadeAlpha | Tweens the alpha of the CanvasRenderer color associated with this Graphic. |
CrossFadeColor | Tweens the CanvasRenderer color associated with this Graphic. |
GetPixelAdjustedRect | Returns a pixel perfect Rect closest to the Graphic RectTransform. |
GraphicUpdateComplete | See ICanvasElement.GraphicUpdateComplete. |
LayoutComplete | See ICanvasElement.LayoutComplete. |
OnCullingChanged | Callback function to call when the culling has changed. |
OnRebuildRequested | Editor-only callback that is issued by Unity if a rebuild of the Graphic is required. |
PixelAdjustPoint | Adjusts the given pixel to be pixel perfect. |
Raycast | When a GraphicRaycaster is raycasting into the Scene it does two things. First it filters the elements using their RectTransform rect. Then it uses this Raycast function to determine the elements hit by the raycast. |
Rebuild | Rebuilds the graphic geometry and its material on the PreRender cycle. |
RegisterDirtyLayoutCallback | Add a listener to receive notification when the graphics layout is dirtied. |
RegisterDirtyMaterialCallback | Add a listener to receive notification when the graphics material is dirtied. |
RegisterDirtyVerticesCallback | Add a listener to receive notification when the graphics vertices are dirtied. |
SetAllDirty | Mark the Graphic as dirty. |
SetLayoutDirty | Mark the layout as dirty. |
SetMaterialDirty | Mark the Material as dirty. |
SetNativeSize | Adjusts the graphic size to make it pixel-perfect. |
SetVerticesDirty | Mark the vertices as dirty. |
UnregisterDirtyLayoutCallback | Remove a listener from receiving notifications when the graphics layout is dirtied. |
UnregisterDirtyMaterialCallback | Remove a listener from receiving notifications when the graphics material is dirtied. |
UnregisterDirtyVerticesCallback | Remove a listener from receiving notifications when the graphics vertices are dirtied. |
OnDisable | См. MonoBehaviour.OnDisable. |
OnPopulateMesh | Callback function when a UI element needs to generate vertices. |
UpdateGeometry | Call to update the geometry of the Graphic onto the CanvasRenderer. |
UpdateMaterial | Call to update the Material of the graphic onto the CanvasRenderer. |
enabled | Включенное Поведение обновляется, выключенное Поведение не обновляется. |
isActiveAndEnabled | Has the Behaviour had active and enabled called? |
gameObject | Игровой объект к которому прикреплён данный компонент. Компонент всегда прикреплён к игровому объекту. |
tag | Тег данного игрового объекта. |
transform | The Transform attached to this GameObject. |
runInEditMode | Allow a specific instance of a MonoBehaviour to run in edit mode (only available in the editor). |
useGUILayout | Disabling this lets you skip the GUI layout phase. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
BroadcastMessage | Вызывает метод названный methodName на каждом MonoBehaviour этого game object-а или любого из его потомков. |
CompareTag | Помечен ли данный игровой объект тегом tag? |
GetComponent | Возвращает компонент типа type, если он прикреплен к игровому объекту и null, если не прикреплен. |
GetComponentInChildren | Возвращает компонент типа type в GameObject или некоторого его потомка через поиск в глубину. |
GetComponentInParent | Возвращает все компоненты типа type из GameObject'а или из любого его родителя. |
GetComponents | Возвращает все компоненты типа type в GameObject. |
GetComponentsInChildren | Возвращает все компоненты типа type в GameObject или любому из его потомков. |
GetComponentsInParent | Возвращает все компоненты типа type в GameObject или любому из его родителей. |
SendMessage | Вызывает метод с названием methodName в каждом MonoBehaviour в этом игровом объекте. |
SendMessageUpwards | Вызывает метод с именем methodName в каждом MonoBehaviour в этом игровом объекте и в каждом предке поведения. |
CancelInvoke | Отменяет все вызовы Invoke в этом MonoBehaviour. |
Invoke | Вызывает метод methodName по истечении времени time секунд. |
InvokeRepeating | Вызывает метод methodName по истечении времени time секунд, затем повторяет вызов каждые repeatRate секунд. |
IsInvoking | Есть ли какой то ожидающий вызов methodName? |
StartCoroutine | Запуск корутины. |
StopAllCoroutines | Останавливает все корутины запущенные на этом MonoBehaviour. |
StopCoroutine | Останавливает все корутины с именем methodName запущенные на этом MonoBehaviour. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the GameObject. |
IsActive | Возвращает true если GameObject и Component активны. |
IsDestroyed | Возвращает true если родное представление поведения было разрушено. |
Awake | См. MonoBehaviour.Awake. |
OnBeforeTransformParentChanged | См. MonoBehaviour.OnBeforeTransformParentChanged. |
OnCanvasGroupChanged | См. MonoBehaviour.OnCanvasGroupChanged. |
OnCanvasHierarchyChanged | Called when the state of the parent Canvas is changed. |
OnDestroy | См. MonoBehaviour.OnDestroy. |
OnDidApplyAnimationProperties | См. MonoBehaviour.OnDidApplyAnimationProperties. |
OnEnable | См. MonoBehaviour.OnEnable. |
OnRectTransformDimensionsChange | This callback is called if an associated RectTransform has its dimensions changed. |
OnTransformParentChanged | См. MonoBehaviour.OnRectTransformParentChanged. |
OnValidate | См. MonoBehaviour.OnValidate. |
Reset | См. MonoBehaviour.Reset. |
Start | См. MonoBehaviour.Start. |
Logs message to the Unity Console (identical to Debug.Log). | |
Destroy | Удаляет GameObject, Component или Asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does 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. |
Awake | Функция Awake вызывается когда экземпляр скрипта будет загружен. |
FixedUpdate | Frame-rate independent MonoBehaviour.FixedUpdate message for physics calculations. |
LateUpdate | LateUpdate вызывается каждый кадр, если Behaviour включен. |
OnAnimatorIK | Обратный вызов (Callback) для установки IK анимации (инверсной кинематики). |
OnAnimatorMove | Обратный вызов для обработки перемещения анимации для модификации смещения корня. |
OnApplicationFocus | Посылается ко всем игровым объектам когда плейер получает или теряет фокус. |
OnApplicationPause | Посылается ко всем игровым объектам когда плейер на паузе. |
OnApplicationQuit | Sent to all game objects before the application quits. |
OnAudioFilterRead | If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain. |
OnBecameInvisible | OnBecameInvisible is called when the renderer is no longer visible by any camera. |
OnBecameVisible | OnBecameVisible is called when the renderer became visible by any camera. |
OnCollisionEnter | OnCollisionEnter вызывается, когда этот collider/rigidbody начал соприкосновение с другим rigidbody/collider. |
OnCollisionEnter2D | Передается когда входящий коллайдер контактирует с коллайдером данного объекта (только 2D физика). |
OnCollisionExit | OnCollisionExit вызывается, когда collider/rigidbody прекращает контакт с другим rigidbody/collider. |
OnCollisionExit2D | Передается, 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. |
OnCollisionStay2D | Передается каждый кадр, пока коллайдер другого объекта контактирует с коллайдером данного объекта (только 2D физика). |
OnConnectedToServer | Called on the client when you have successfully connected to a server. |
OnControllerColliderHit | OnControllerColliderHit вызывается тогда, когда контроллер сталкивается с коллайдеров, во время выполнения метода Move. |
OnDestroy | Destroying the attached Behaviour will result in the game or Scene receiving OnDestroy. |
OnDisconnectedFromServer | Called on the client when the connection was lost or you disconnected from the server. |
OnDrawGizmos | Implement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn. |
OnDrawGizmosSelected | Implement OnDrawGizmosSelected to draw a gizmo if the object is selected. |
OnEnable | This function is called when the object becomes enabled and active. |
OnFailedToConnect | Called on the client when a connection attempt fails for some reason. |
OnFailedToConnectToMasterServer | Called on clients or servers when there is a problem connecting to the MasterServer. |
OnGUI | OnGUI is called for rendering and handling GUI events. |
OnJointBreak | Вызывается при разрушении сустава, прикрепленного к такому же игровому объекту. |
OnJointBreak2D | Called when a Joint2D attached to the same game object breaks. |
OnMasterServerEvent | Called 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. |
OnMouseDrag | OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse. |
OnMouseEnter | Called when the mouse enters the GUIElement or Collider. |
OnMouseExit | Called when the mouse is not any longer over the GUIElement or Collider. |
OnMouseOver | Called every frame while the mouse is over the GUIElement or Collider. |
OnMouseUp | OnMouseUp is called when the user has released the mouse button. |
OnMouseUpAsButton | OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed. |
OnNetworkInstantiate | Called on objects which have been network instantiated with Network.Instantiate. |
OnParticleCollision | OnControllerColliderHit вызывается тогда, когда контроллер сталкивается с коллайдеров, во время выполнения метода Move. |
OnParticleSystemStopped | OnParticleSystemStopped 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. |
OnParticleTrigger | OnParticleTrigger is called when any particles in a Particle System meet the conditions in the trigger module. |
OnPlayerConnected | Called on the server whenever a new player has successfully connected. |
OnPlayerDisconnected | Called on the server whenever a player disconnected from the server. |
OnPostRender | OnPostRender is called after a camera finished rendering the Scene. |
OnPreCull | OnPreCull is called before a camera culls the Scene. |
OnPreRender | OnPreRender is called before a camera starts rendering the Scene. |
OnRenderImage | OnRenderImage вызывается после того как весь рендеринг для отрисовки изображения завершиться. |
OnRenderObject | OnRenderObject is called after camera has rendered the Scene. |
OnSerializeNetworkView | Used to customize synchronization of variables in a script watched by a network view. |
OnServerInitialized | Called on the server whenever a Network.InitializeServer was invoked and has completed. |
OnTransformChildrenChanged | This function is called when the list of children of the transform of the GameObject has changed. |
OnTransformParentChanged | This 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. |
OnTriggerEnter2D | Передается, когда другой обьект входит в триггер присоединенный к данному обьекту (только 2D физика). |
OnTriggerExit | OnTriggerExit вызывается, когда Collider other перестает соприкасаться с триггером. |
OnTriggerExit2D | Передается когда другой объект покидает триггер, присоединенный к данному объекту(только 2D физика). |
OnTriggerStay | OnTriggerStay is called once per physics update for every Collider other that is touching the trigger. |
OnTriggerStay2D | Передается каждый кадр, пока другой объект находится в триггере, присоединенном к этому объекту (только 2D физика). |
OnValidate | This function is called when the script is loaded or a value is changed in the Inspector (Called in the editor only). |
OnWillRenderObject | OnWillRenderObject is called for each camera if the object is visible and not a UI element. |
Reset | Reset to default values. |
Start | Start is called on the frame when a script is enabled just before any of the Update methods are called the first time. |
Update | Update вызывается каждый кадр, если MonoBehaviour включен. |