SUILayout
Index
Properties Index
| Property Name |
|---|
bool Enabled get set |
int PaddingLeft get set |
int PaddingRight get set |
int PaddingTop get set |
int PaddingBottom get set |
string ChildAlignment get set |
float Spacing get set |
bool ChildControlHeight get set |
bool ChildControlWidth get set |
bool ChildForceExpandHeight get set |
bool ChildForceExpandWidth get set |
SVector GridCellSize get set |
SVector GridSpacing get set |
int GridConstraintCount get set |
string GridConstraint get set |
SGameObject GameObject get |
Properties
Enabled
bool Enabled get set
Is this UI layout component Enabled?
- Lua
Space.Host.ExecutingObject.UILayout.Enabled = false
- Lua
--clicking this object will toggle a Layout's Enabled status
thisGameObject = Space.Host.ExecutingObject
layout = Space.Host.GetReference("layout").UILayout
--make sure to add this reference to the Scripting Runtime component
OnClick = function()
layout.Enabled= not layout.Enabled
end
thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)
PaddingLeft
int PaddingLeft get set
Space reserved for the left edge of the padding during the layout phase.
- Lua
Space.Host.ExecutingObject.UILayout.PaddingLeft= 2
PaddingRight
int PaddingRight get set
Space reserved for the right edge of the padding during the layout phase.
- Lua
Space.Host.ExecutingObject.UILayout.PaddingRight= 2
PaddingTop
int PaddingTop get set
Space reserved for the top edge of the padding during the layout phase.
- Lua
Space.Host.ExecutingObject.UILayout.PaddingTop= 2
PaddingBottom
int PaddingBottom get set
Space reserved for the bottom edge of the padding during the layout phase.
- Lua
Space.Host.ExecutingObject.UILayout.PaddingBottom= 2
ChildAlignment
string ChildAlignment get set
Property Description
- Lua
Space.Host.ExecutingObject.UILayout.ChildAlignment = "1"
Spacing
float Spacing get set
The spacing to use between layout elements in the layout group.
- Lua
Space.Host.ExecutingObject.UILayout.Spacing= 2
ChildControlHeight
bool ChildControlHeight get set
Returns true if the Layout Group controls the heights of its children. Returns false if children control their own heights.
If set to false, the layout group will only affect the positions of the children while leaving the heights untouched. The heights of the children can be set via the respective RectTransforms in this case.
If set to true, the heights of the children are automatically driven by the layout group according to their respective minimum, preferred, and flexible heights. This is useful if the heights of the children should change depending on how much space is available. In this case the height of each child cannot be set manually in the RectTransform, but the minimum, preferred and flexible height for each child can be controlled by adding a LayoutElement component to it.
- Lua
Space.Host.ExecutingObject.UILayout.ChildControlHeight= true
ChildControlWidth
bool ChildControlWidth get set
Returns true if the Layout Group controls the widths of its children. Returns false if children control their own widths.
If set to false, the layout group will only affect the positions of the children while leaving the widths untouched. The widths of the children can be set via the respective RectTransforms in this case.
If set to true, the widths of the children are automatically driven by the layout group according to their respective minimum, preferred, and flexible widths. This is useful if the widths of the children should change depending on how much space is available. In this case the width of each child cannot be set manually in the RectTransform, but the minimum, preferred and flexible width for each child can be controlled by adding a LayoutElement component to it.
- Lua
Space.Host.ExecutingObject.UILayout.ChildControlWidth= false
ChildForceExpandHeight
bool ChildForceExpandHeight get set
Whether to force the children to expand to fill additional available vertical space.
- Lua
Space.Host.ExecutingObject.UILayout.ChildForceExpandHeight= false
ChildForceExpandWidth
bool ChildForceExpandWidth get set
Whether to force the children to expand to fill additional available horizontal space.
- Lua
Space.Host.ExecutingObject.UILayout.ChildForceExpandWidth= false
GridCellSize
SVector GridCellSize get set
The size to use for each cell in the grid.
- Lua
Space.Host.ExecutingObject.UILayout.GridCellSize= Vector.New(1,1,0)
GridSpacing
SVector GridSpacing get set
The spacing to use between layout elements in the grid.
- Lua
Space.Host.ExecutingObject.UILayout.GridSpacing= Vector.New(1,1,0)
GridConstraintCount
int GridConstraintCount get set
How many cells there should be along the constrained axis.
- Lua
Space.Host.ExecutingObject.UILayout.GridConstraintCount= 2
GridConstraint
string GridConstraint get set
Property Description
- Lua
Space.Host.ExecutingObject.UILayout.GridConstraint = 1
GameObject
SGameObject GameObject get
Property Description
- Lua
theGameObject = Space.Host.ExecutingObject.UILayout.GridConstraint