SUIImage
Index
Properties Index
SColor Color get set
SResource Sprite get set
bool PreserveAspect get set
bool FillCenter get set
float FillAmount get set
bool FillClockwise get set
int FillOrigin get set
float AlphaHitTestMinimumThreshold get set
bool HasBorder get
float PixelsPerUnit get
SMaterial Material get set
float MinWidth get
float PreferredWidth get
float FlexibleWidth get
float MinHeight get
float PreferredHeight get
float FlexibleHeight get
int LayoutPriority get
SGameObject GameObject get
Properties
Color
SColor Color get set
Default Color of UIImage
Space.Host.ExecutingObject.UIImage.Color= Color.RedSprite
SResource Sprite get set
The sprite that is used to render this image.
Space.Host.ExecutingObject.UIImage.Sprite = Space.GetResource("resource name")PreserveAspect
bool PreserveAspect get set
Whether this image should preserve its Sprite aspect ratio.
Space.Host.ExecutingObject.UIImage.PreserveAspect = true FillCenter
bool FillCenter get set
Whether or not to render the center
Space.Host.ExecutingObject.UIImage.FillCenter = trueFillAmount
float FillAmount get set
Amount of the Image shown
Space.Host.ExecutingObject.UIImage.FillAmount = 0.5FillClockwise
bool FillClockwise get set
Whether the Image should be filled clockwise (true) or counter-clockwise (false).
Space.Host.ExecutingObject.UIImage.FillClockwise = trueFillOrigin
int FillOrigin get set
Controls the origin point of the Fill process.
Space.Host.ExecutingObject.UIImage.FillOrigin = 0AlphaHitTestMinimumThreshold
float AlphaHitTestMinimumThreshold get set
The alpha threshold specifies the minimum alpha a pixel must have for the event to considered a "hit" on the Image. Alpha values less than the threshold will cause raycast events to pass through the Image. An value of 1 would cause only fully opaque pixels to register raycast events on the Image. The alpha tested is retrieved from the image sprite only, while the alpha of the Image Graphic.color is disregarded.
alphaHitTestMinimumThreshold defaults to 0; all raycast events inside the Image rectangle are considered a hit. In order for greater than 0 to values to work, the sprite used by the Image must have readable pixels. This can be achieved by enabling Read/Write enabled in the advanced Texture Import Settings for the sprite and disabling atlassing for the sprite.
Space.Host.ExecutingObject.UIImage.AlphaHitTestMinimumThreshold = 0HasBorder
bool HasBorder get
True if the sprite used has borders.
imgHasBorder = Space.Host.ExecutingObject.UIImage.HasBorder PixelsPerUnit
float PixelsPerUnit get
Provides information about how fonts are scale to the screen.
For dynamic fonts, the value is equivalent to the scale factor of the canvas. For non-dynamic fonts, the value is calculated from the requested text size and the size from the font.
ppUnit = Space.Host.ExecutingObject.UIImage.PixelsPerUnitMaterial
SMaterial Material get set
The specified Material used by this Image. The default Material is used instead if one wasn't specified.
Space.Host.ExecutingObject.UIImage.Material = Space.GetResource("resource name").AsMaterialMinWidth
float MinWidth get
The minimum width this UIImage may be allocated. (Used by the Layout system).
minWidth = Space.Host.ExecutingObject.UIImage.MinWidthPreferredWidth
float PreferredWidth get
The preferred width this UIImage should be allocated if there is sufficient space. (Used by the Layout system)
prefWidth = Space.Host.ExecutingObject.UIImage.PreferredWidthFlexibleWidth
float FlexibleWidth get
The extra relative width this UIImage should be allocated if there is additional available space. (Used by the Layout system)
flexWidth = Space.Host.ExecutingObject.UIImage.FlexibleWidthMinHeight
float MinHeight get
The minimum height this UIImage may be allocated.(Used by the Layout system).
minHeight = Space.Host.ExecutingObject.UIImage.MinHeightPreferredHeight
float PreferredHeight get
The preferred height this UIImage should be allocated if there is sufficient space. (Used by the Layout system)
prefHeight = Space.Host.ExecutingObject.UIImage.PreferredHeightFlexibleHeight
float FlexibleHeight get
The extra relative height this UIImage should be allocated if there is additional available space. (Used by the Layout system)
flexHeight = Space.Host.ExecutingObject.UIImage.FlexibleHeightLayoutPriority
int LayoutPriority get
The layout priority of this UIText component.(Used by the Layout system.)
layoutPrio = Space.Host.ExecutingObject.UIImage.LayoutPriorityGameObject
SGameObject GameObject get
Property Description
theGameObject = Space.Host.ExecutingObject.UIImage.GameObject