UI / UIObject
UIObject Class
UI object
When your UIPrefab is completed and mounted in the object manager, it becomes a part of the scene and can be searched using GameObject.
The methods in this class are all called on the client side.
Hierarchy
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UIObject
Table of contents
Properties
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Properties
onBeforeDestroyDelegate: MulticastDelegate<() => void> other |
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| Event callback before object destruction |
onCustomPropertyChange: Readonly<MulticastDelegate<(path: string, value: unknown, oldValue: unknown) => void>> other |
| Monitor custom attribute synchronization events |
onDestroyDelegate: MulticastDelegate<() => void> other |
| Event callback after object destruction |
onPropertyChange: Readonly<MulticastDelegate<(path: string, value: unknown, oldValue: unknown) => void>> |
| Monitor system replicated events |
Accessors
uiPath(): string other |
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| Get the full path of UIPrefab mounted in the object manager |
uiScript(): UIScript other |
| Get the script mounted on UIPrefab in the object manager |
uiWidgetBase(): UserWidget other |
| Get the UI root widget bound under the object |
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Accessors
actorFlagValue(): number other |
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| Get object tags |
actorLevel(): number other |
| Obtain Actor Level |
assetId(): string other |
| Retrieve the UID of the resource currently being used by the object |
gameObjectId(): string other |
| Get the unique identification of an object (a string that uniquely identifies an object). |
isDestroyed(): boolean other |
| Has the current object been destroyed |
isReady(): boolean other |
| Current object status |
localTransform(): Transform other |
| Local transformation of the current object |
name(): string other |
| Return the current object name |
netStatus(): NetStatus other |
| Get the current object synchronization status |
parent(): GameObject other |
| Retrieve the current parent object |
tag(): string other |
| Get the tag of the current object |
worldTransform(): Transform other |
| Current object world transformation |
Methods
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Methods
addComponent<T: extends Script<T>>(constructor: (...args: unknown[]) => T: extends Script<T>, bInReplicates?: boolean): T: extends Script<T> other |
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| Add a script component |
asyncGetChildByName(name: string): Promise<GameObject> other |
| Asynchronous search for sub objects based on their names |
asyncReady(): Promise<GameObject> other |
| Return after the object is ready |
clone(gameObjectInfo?: GameObjectInfo): GameObject other |
| Copy Objects |
destroy(): void other |
| delete object |
getBoundingBox(nonColliding?: boolean, includeFromChild?: boolean, outer?: Vector): Vector other |
| Get the size of the object's bounding box |
getBounds(onlyCollidingComponents: boolean, originOuter: Vector, boxExtentOuter: Vector, includeFromChild?: boolean): void other |
| Obtain object boundaries |
getChildByGameObjectId(gameObjectId: string): GameObject other |
| Search for sub objects based on gameObjectid |
getChildByName(name: string): GameObject other |
| Search for sub objects by name |
getChildByPath(path: string): GameObject other |
| Find sub objects according to path |
getChildren(): GameObject[] other |
| Obtain sub objects |
getChildrenBoundingBoxCenter(outer?: Vector): Vector other |
| Get the center point of all child objects' bounding box (not including the parent object, if the parent object is unavailable, return [0,0,0]) |
getChildrenByName(name: string): GameObject[] other |
| Search for all sub objects by name |
getComponent<T: extends Script<T>>(constructor?: (...args: unknown[]) => T: extends Script<T>): T: extends Script<T> other |
| Get the component of the specified type |
getComponentPropertys<T: extends Script<T>>(constructor: (...args: unknown[]) => T: extends Script<T>): Map<string, IPropertyOptions> other |
| Get property of script component |
getComponents<T: extends Script<T>>(constructor?: (...args: unknown[]) => T: extends Script<T>): T: extends Script<T>[] other |
| Get all component of the specified type |
getCustomProperties(): string[] other |
| Get all customize property |
getCustomProperty<T: extends CustomPropertyType>(propertyName: string): T: extends CustomPropertyType other |
| Get customize property |
getCustomPropertyChangeDelegate(property): Readonly<MulticastDelegate<(path: string, value: unknown, oldValue: unknown) => void>> other |
| Event proxy triggered when a given object property is modified |
getPropertyChangeDelegate(property): Readonly<MulticastDelegate<(path: string, value: unknown, oldValue: unknown) => void>> other |
| Event proxy triggered when a given object property is modified |
getVisibility(): boolean other |
| Obtain whether the object is displayed |
isPrefabActor(): boolean other |
| Return whether the current object is a prefabricated body |
moveBy(velocity: Vector, isLocal?: boolean): void other |
| Smoothly move an object over time according to a given velocity vector |
moveTo(targetPosition: Vector, time: number, isLocal?: boolean, onComplete?: () => void): void other |
| Smoothly move from the current position to the target position within the specified time |
rotateBy(rotation: Quaternion Rotation, multiplier: number, isLocal?: boolean): void other |
| Rotate the object smoothly over time according to the given rotation amount |
rotateTo(targetRotation: Quaternion Rotation, time: number, isLocal?: boolean, onComplete?: () => void): void other |
| Smoothly changes from the current rotation to the target rotation within the specified time |
scaleBy(scale: Vector, isLocal?: boolean): void other |
| Smoothly scale objects over time using a given scaling vector per second |
scaleTo(targetScale: Vector, time: number, isLocal?: boolean, onComplete?: () => void): void other |
| Smoothly changes from the current scale to the target scale within the specified time |
setAbsolute(absolutePosition?: boolean, absoluteRotation?: boolean, absoluteScale?: boolean): void other |
| Set whether the object localTransform is relative to the parent object or the world |
setCustomProperty(propertyName: string, value: undefined CustomPropertyType): void other |
| Set custom attributes |
setVisibility(status: boolean PropertyStatus, propagateToChildren?: boolean): void other |
| Set whether the object is displayed |
stopMove(): void other |
| Interrupt further movement of moveTo() and moveBy() |
stopRotate(): void other |
| Interrupt further rotation from rotateTo() or rotateBy() |
stopScale(): void other |
| Interrupt further scale from ScaleTo() or ScaleBy() |
asyncFindGameObjectById(gameObjectId: string): Promise<GameObject> other |
| Asynchronous search for GameObject through gameObjectid |
asyncGetGameObjectByPath(path: string): Promise<GameObject> other |
| Asynchronously find objects through path |
asyncSpawn<T: extends GameObject<T>>(assetId: string, gameObjectInfo?: GameObjectInfo): Promise<T: extends GameObject<T>> other |
| Asynchronous construction of an object |
bulkPivotTo(gameObjects: GameObject[], transforms: Transform[]): void other |
| Batch set position |
findGameObjectById(gameObjectId: string): GameObject other |
| Search for objects through gameObjectid |
findGameObjectByName(name: string): GameObject other |
| Search for objects by name |
findGameObjectsByName(name: string): GameObject[] other |
| Search for objects by name |
findGameObjectsByTag(tag: string): GameObject[] other |
| Get objects through customize tag |
getGameObjectByPath(path: string): GameObject other |
| Search for objects through paths |
spawn<T: extends GameObject<T>>(assetId: string, gameObjectInfo?: GameObjectInfo): T: extends GameObject<T> other |
| Construct an object |
Properties
Accessors
uiPath
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Get the full path of UIPrefab mounted in the object manager Example usage: Create a default script called "NewScript", place it in the object bar, open the script, enter the following code to save, and run the game. The code is as follows: ts Returns
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uiScript
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Get the script mounted on UIPrefab in the object manager Example usage: Create a default script called "NewScript", place it in the object bar, open the script, enter the following code to save, and run the game. The code is as follows: ts Returns
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uiWidgetBase
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Get the UI root widget bound under the object Example usage: Create a default script called "NewScript", place it in the object bar, open the script, enter the following code to save, and run the game. The code is as follows: ts Returns |
UserWidget | UIPrefab Root widget in |
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