UI / UIWidget
UIWidget Class
World UI
- UI The interface is divided into two types: screen UI and world UI.
UIWidget It is specially used to make world UI. Please refer to UIService or UserWidget for the detailed production method of screen UI.
- UIWidget There are two ways to create a world UI:
- 🌵 Dynamic loading (only use code to dynamically create a world UI)
Usage example: create a script named NewScript, place it in the object bar, open the script, modify the original content to the following, save and run the game, and generate a world UI in the scene - slider
@Component
export default class NewScript extends Script {
user:UserWidget;
widget:UIWidget;
progressBar:ProgressBar;
protected onStart(): void {
if(SystemUtil.isClient()){
this.creatUI();
this.widget = GameObject.spawn<UIWidget>("UIWidget",{replicates:false});
this.widget.worldTransform.position = new Vector(0,0,100);
this.widget.setTargetUIWidget(this.user);
}
}
public creatUI(){
this.user = UserWidget.newObject();
let rootCanvas = Canvas.newObject();
rootCanvas.size = new Vector2(1920, 1080);
rootCanvas.position = Vector2.zero;
this.user.rootContent = rootCanvas;
this.progressBar = ProgressBar.newObject(rootCanvas);
}
}@Component
export default class NewScript extends Script {
user:UserWidget;
widget:UIWidget;
progressBar:ProgressBar;
protected onStart(): void {
if(SystemUtil.isClient()){
this.creatUI();
this.widget = GameObject.spawn<UIWidget>("UIWidget",{replicates:false});
this.widget.worldTransform.position = new Vector(0,0,100);
this.widget.setTargetUIWidget(this.user);
}
}
public creatUI(){
this.user = UserWidget.newObject();
let rootCanvas = Canvas.newObject();
rootCanvas.size = new Vector2(1920, 1080);
rootCanvas.position = Vector2.zero;
this.user.rootContent = rootCanvas;
this.progressBar = ProgressBar.newObject(rootCanvas);
}
}- 🌵 Mount the world UI logic object on the object in advance in the object manager, and place the corresponding UIPrefab in the property panel.
Hierarchy
↳
UIWidget
Table of contents
Properties
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Properties
onBeforeDestroyDelegate: MulticastDelegate<() => void> other |
|---|
| 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
distanceScaleFactor(): number |
|---|
| Obtain the scaling distance coefficient |
drawSize(): Vector2 |
| Obtain the actual rendering size |
extraParam(): string |
| Get extended parameters |
headUIMaxVisibleDistance(): number |
| Get the maximum visible distance of overhead UI |
hideByDistanceEnable(): boolean |
| Get whether to enable maximum visible distance |
interaction(): boolean other |
| Get World UI interaction status |
isEnemy(): boolean |
| Get whether to be an enemy Player. The enemy Player does not display overhead UI |
occlusionEnable(): boolean |
| Obtain whether it can be obstructed |
pivot(): Vector2 |
| Obtain anchor point location |
scaledByDistanceEnable(): boolean |
| Get whether to enable near large far small |
selfOcclusion(): boolean |
| Obtain whether it can be obscured by oneself |
translucentSortPriority(): number other |
| Get the render layer. Objects at higher render layer will be displayed closer to the line of sight |
widgetSpace(): WidgetSpaceMode |
| Get display mode |
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Accessors
actorFlagValue(): number other |
|---|
| 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
getTargetUIWidget(): UserWidget other |
|---|
| Retrieve UI object resources |
refresh(): void other |
| Request to redraw |
setTargetUIWidget(uiUserWidget: UserWidget): void other |
| Set UI, which can set UI resources for the current UI. UI resources can be obtained from paths or directly referenced by other UI components |
setUIbyID(ID: string): void other |
| Set UI through UID |
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Methods
addComponent<T: extends Script<T>>(constructor: (...args: unknown[]) => T: extends Script<T>, bInReplicates?: boolean): T: extends Script<T> other |
|---|
| 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
distanceScaleFactor
• | • | ||||
|---|---|---|---|---|---|
Obtain the scaling distance coefficient Returns
| Set scale distance coefficient Parameters
|
drawSize
• | • | ||||
|---|---|---|---|---|---|
Obtain the actual rendering size Returns
| Set the actual rendering size Parameters
|
extraParam
• | • | ||||
|---|---|---|---|---|---|
Get extended parameters Returns
| Set extension parameters Parameters
|
headUIMaxVisibleDistance
• | • | ||||
|---|---|---|---|---|---|
Get the maximum visible distance of overhead UI Returns
| Set the maximum visible distance of overhead UI Parameters
|
hideByDistanceEnable
• | • | ||||
|---|---|---|---|---|---|
Get whether to enable maximum visible distance Returns
| Set whether to enable the maximum visible distance Parameters
|
interaction
• | • | ||||
|---|---|---|---|---|---|
Get World UI interaction status Precautions Effective for World UI and overhead UI Returns
| Set World UI interaction state Precautions Effective for World UI and overhead UI Parameters
Is the setting successful |
isEnemy
• | • | ||||
|---|---|---|---|---|---|
Get whether to be an enemy Player. The enemy Player does not display overhead UI Returns
| Set whether as an enemy player, enemy players will not display the overhead UI Parameters
|
occlusionEnable
• | • | ||||
|---|---|---|---|---|---|
Obtain whether it can be obstructed Returns
| Set whether it can be obscured Parameters
|
pivot
• | • | ||||
|---|---|---|---|---|---|
Obtain anchor point location Returns
| Set anchor position Parameters
|
scaledByDistanceEnable
• | • | ||||
|---|---|---|---|---|---|
Get whether to enable near large far small Returns
| Set whether to enable near large far small Parameters
|
selfOcclusion
• | • | ||||
|---|---|---|---|---|---|
Obtain whether it can be obscured by oneself Returns
| Set whether it can be obscured by oneself Parameters
|
translucentSortPriority
• | • | ||||
|---|---|---|---|---|---|
Get the render layer. Objects at higher render layer will be displayed closer to the line of sight Precautions Please call on the client side Returns
| Set the rendering layer. Objects at higher rendering layer will be displayed closer to the line of sight Precautions Please call on the client side Parameters
|
widgetSpace
• | • | ||||
|---|---|---|---|---|---|
Get display mode Returns
| Set display mode Parameters
|
Methods
getTargetUIWidget
• getTargetUIWidget(): UserWidget other
Retrieve UI object resources
Returns
UserWidget | UI Object asset |
|---|
refresh
• refresh(): void other
Request to redraw
setTargetUIWidget
• setTargetUIWidget(uiUserWidget): void other
Set UI, which can set UI resources for the current UI. UI resources can be obtained from paths or directly referenced by other UI components
Parameters
uiUserWidget UserWidget | Usage: UI resource object |
|---|
setUIbyID
• setUIbyID(ID): void other
Set UI through UID
Parameters
ID string | UI ID range: determined by the length of the resource ID |
|---|
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