SUIImage
Index
Properties Index
| Property Name |
|---|
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
- Lua
Space.Host.ExecutingObject.UIImage.Color= Color.Red
Sprite
SResource Sprite get set
The sprite that is used to render this image.
- Lua
Space.Host.ExecutingObject.UIImage.Sprite = Space.GetResource("resource name")
PreserveAspect
bool PreserveAspect get set
Whether this image should preserve its Sprite aspect ratio.
- Lua
Space.Host.ExecutingObject.UIImage.PreserveAspect = true
FillCenter
bool FillCenter get set
Whether or not to render the center
- Lua
Space.Host.ExecutingObject.UIImage.FillCenter = true
FillAmount
float FillAmount get set
Amount of the Image shown
- Lua
Space.Host.ExecutingObject.UIImage.FillAmount = 0.5
FillClockwise
bool FillClockwise get set
Whether the Image should be filled clockwise (true) or counter-clockwise (false).
- Lua
Space.Host.ExecutingObject.UIImage.FillClockwise = true
FillOrigin
int FillOrigin get set
Controls the origin point of the Fill process.
- Lua
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.
- Lua
Space.Host.ExecutingObject.UIImage.AlphaHitTestMinimumThreshold = 0
HasBorder
bool HasBorder get
True if the sprite used has borders.
- Lua
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.
- Lua
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.
- Lua
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).
- Lua
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)
- Lua
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)
- Lua
flexWidth = Space.Host.ExecutingObject.UIImage.FlexibleWidth
MinHeight
float MinHeight get
The minimum height this UIImage may be allocated.(Used by the Layout system).
- Lua
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)
- Lua
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)
- Lua
flexHeight = Space.Host.ExecutingObject.UIImage.FlexibleHeight
LayoutPriority
int LayoutPriority get
The layout priority of this UIText component.(Used by the Layout system.)
- Lua
layoutPrio = Space.Host.ExecutingObject.UIImage.LayoutPriority
GameObject
SGameObject GameObject get
Property Description
- Lua
theGameObject = Space.Host.ExecutingObject.UIImage.GameObject