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.Red
Sprite
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 = true
FillAmount
float FillAmount get
set
Amount of the Image shown
Space.Host.ExecutingObject.UIImage.FillAmount = 0.5
FillClockwise
bool FillClockwise get
set
Whether the Image should be filled clockwise (true) or counter-clockwise (false).
Space.Host.ExecutingObject.UIImage.FillClockwise = true
FillOrigin
int FillOrigin get
set
Controls the origin point of the Fill process.
Space.Host.ExecutingObject.UIImage.FillOrigin = 0
AlphaHitTestMinimumThreshold
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 = 0
HasBorder
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.PixelsPerUnit
Material
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").AsMaterial
MinWidth
float MinWidth get
The minimum width this UIImage may be allocated. (Used by the Layout system).
minWidth = Space.Host.ExecutingObject.UIImage.MinWidth
PreferredWidth
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.PreferredWidth
FlexibleWidth
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.FlexibleWidth
MinHeight
float MinHeight get
The minimum height this UIImage may be allocated.(Used by the Layout system).
minHeight = Space.Host.ExecutingObject.UIImage.MinHeight
PreferredHeight
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.PreferredHeight
FlexibleHeight
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.FlexibleHeight
LayoutPriority
int LayoutPriority get
The layout priority of this UIText component.(Used by the Layout system.)
layoutPrio = Space.Host.ExecutingObject.UIImage.LayoutPriority
GameObject
SGameObject GameObject get
Property Description
theGameObject = Space.Host.ExecutingObject.UIImage.GameObject