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 |
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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 |
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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
getTargetUIWidget(): UserWidget other |
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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 |
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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
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
• | • | ||||
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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
• | • | ||||
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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 |
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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 |
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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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