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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