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Showing content from https://docs.unity3d.com/Packages/com.unity.ugui@1.0/api/UnityEngine.UI.Image.html below:

Class Image

Image is a textured element in the UI hierarchy.

Inherited Members

Component.GetComponentIndex()

Object.InstantiateAsync<T>(T)

Object.InstantiateAsync<T>(T, Transform)

Object.InstantiateAsync<T>(T, Vector3, Quaternion)

Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)

Object.InstantiateAsync<T>(T, InstantiateParameters)

Object.InstantiateAsync<T>(T, Vector3, Quaternion, InstantiateParameters)

Object.Instantiate(Object, Scene)

Object.Instantiate<T>(T, InstantiateParameters)

Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)

Object.FindObjectsByType<T>(FindObjectsSortMode)

Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)

Object.FindFirstObjectByType<T>()

Object.FindAnyObjectByType<T>()

Object.FindFirstObjectByType<T>(FindObjectsInactive)

Object.FindAnyObjectByType<T>(FindObjectsInactive)

Namespace: UnityEngine.UI Assembly: UnityEngine.UI.dll Syntax
[RequireComponent(typeof(CanvasRenderer))]
[AddComponentMenu("UI/Image", 11)]
public class Image : MaskableGraphic, ICanvasElement, IClippable, IMaskable, IMaterialModifier, ISerializationCallbackReceiver, ILayoutElement, ICanvasRaycastFilter
Constructors Image() Declaration Fields s_ETC1DefaultUI Declaration
protected static Material s_ETC1DefaultUI
Field Value Properties alphaHitTestMinimumThreshold

The alpha threshold specifies the minimum alpha a pixel must have for the event to considered a "hit" on the Image.

Declaration
public float alphaHitTestMinimumThreshold { get; set; }
Property Value Examples
using UnityEngine;
using System.Collections;
using UnityEngine.UI; // Required when Using UI elements.

public class ExampleClass : MonoBehaviour
{
    public Image theButton;

    // Use this for initialization
    void Start()
    {
        theButton.alphaHitTestMinimumThreshold = 0.5f;
    }
}
defaultETC1GraphicMaterial

Cache of the default Canvas Ericsson Texture Compression 1 (ETC1) and alpha Material.

Declaration
public static Material defaultETC1GraphicMaterial { get; }
Property Value eventAlphaThreshold Declaration
[Obsolete("eventAlphaThreshold has been deprecated. Use eventMinimumAlphaThreshold instead (UnityUpgradable) -> alphaHitTestMinimumThreshold")]
public float eventAlphaThreshold { get; set; }
Property Value fillAmount

Amount of the Image shown when the Image.type is set to Image.Type.Filled.

Declaration
public float fillAmount { get; set; }
Property Value Examples
using UnityEngine;
using System.Collections;
using UnityEngine.UI; // Required when Using UI elements.

public class Cooldown : MonoBehaviour
{
    public Image cooldown;
    public bool coolingDown;
    public float waitTime = 30.0f;

    // Update is called once per frame
    void Update()
    {
        if (coolingDown == true)
        {
            //Reduce fill amount over 30 seconds
            cooldown.fillAmount -= 1.0f / waitTime * Time.deltaTime;
        }
    }
}
fillCenter

Whether or not to render the center of a Tiled or Sliced image.

Declaration
public bool fillCenter { get; set; }
Property Value Examples
using UnityEngine;
using System.Collections;
using UnityEngine.UI;

public class FillCenterScript : MonoBehaviour
{
    public Image xmasCalenderDoor;

    // removes the center of the image to reveal the image behind it
    void OpenCalendarDoor()
    {
        xmasCalenderDoor.fillCenter = false;
    }
}
fillClockwise

Whether the Image should be filled clockwise (true) or counter-clockwise (false).

Declaration
public bool fillClockwise { get; set; }
Property Value Examples
using UnityEngine;
using System.Collections;
using UnityEngine.UI; // Required when Using UI elements.

public class FillClockwiseScript : MonoBehaviour
{
    public Image healthCircle;

    // This method sets the direction of the health circle.
    // Clockwise for the Player, Counter Clockwise for the opponent.
    void SetHealthDirection(GameObject target)
    {
        if (target.tag == "Player")
        {
            healthCircle.fillClockwise = true;
        }
        else if (target.tag == "Opponent")
        {
            healthCircle.fillClockwise = false;
        }
    }
}
fillMethod Declaration
public Image.FillMethod fillMethod { get; set; }
Property Value fillOrigin

Controls the origin point of the Fill process. Value means different things with each fill method.

Declaration
public int fillOrigin { get; set; }
Property Value Examples
using UnityEngine;
using UnityEngine.UI;
using System.Collections;

[RequireComponent(typeof(Image))]
public class ImageOriginCycle : MonoBehaviour
{
    void OnEnable()
    {
        Image image = GetComponent<Image>();
        string fillOriginName = "";

        switch ((Image.FillMethod)image.fillMethod)
        {
            case Image.FillMethod.Horizontal:
                fillOriginName = ((Image.OriginHorizontal)image.fillOrigin).ToString();
                break;
            case Image.FillMethod.Vertical:
                fillOriginName = ((Image.OriginVertical)image.fillOrigin).ToString();
                break;
            case Image.FillMethod.Radial90:

                fillOriginName = ((Image.Origin90)image.fillOrigin).ToString();
                break;
            case Image.FillMethod.Radial180:

                fillOriginName = ((Image.Origin180)image.fillOrigin).ToString();
                break;
            case Image.FillMethod.Radial360:
                fillOriginName = ((Image.Origin360)image.fillOrigin).ToString();
                break;
        }
        Debug.Log(string.Format("{0} is using {1} fill method with the origin on {2}", name, image.fillMethod, fillOriginName));
    }
}
flexibleHeight

See ILayoutElement.flexibleHeight.

Declaration
public virtual float flexibleHeight { get; }
Property Value flexibleWidth

See ILayoutElement.flexibleWidth.

Declaration
public virtual float flexibleWidth { get; }
Property Value hasBorder

Whether the Sprite of the image has a border to work with.

Declaration
public bool hasBorder { get; }
Property Value layoutPriority

See ILayoutElement.layoutPriority.

Declaration
public virtual int layoutPriority { get; }
Property Value mainTexture

Image's texture comes from the UnityEngine.Image.

Declaration
public override Texture mainTexture { get; }
Property Value Overrides material

The specified Material used by this Image. The default Material is used instead if one wasn't specified.

Declaration
public override Material material { get; set; }
Property Value Overrides minHeight

See ILayoutElement.minHeight.

Declaration
public virtual float minHeight { get; }
Property Value minWidth

See ILayoutElement.minWidth.

Declaration
public virtual float minWidth { get; }
Property Value multipliedPixelsPerUnit Declaration
protected float multipliedPixelsPerUnit { get; }
Property Value overrideSprite

Set an override sprite to be used for rendering.

Declaration
public Sprite overrideSprite { get; set; }
Property Value Examples

Note: The script example below has two buttons. The button textures are loaded from the /Resources/ folder. (They are not used in the shown example). Two sprites are added to the example code. /Example1/ and /Example2/ are functions called by the button OnClick functions. Example1 calls overrideSprite and Example2 sets overrideSprite to null.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class ExampleClass : MonoBehaviour
{
    private Sprite sprite1;
    private Sprite sprite2;
    private Image i;

    public void Start()
    {
        i = GetComponent<Image>();
        sprite1 = Resources.Load<Sprite>("texture1");
        sprite2 = Resources.Load<Sprite>("texture2");

        i.sprite = sprite1;
    }

    // Called by a Button OnClick() with ExampleClass.Example1
    // Uses overrideSprite to make this change temporary
    public void Example1()
    {
        i.overrideSprite = sprite2;
    }

    // Called by a Button OnClick() with ExampleClass.Example2
    // Removes the overrideSprite which causes the original sprite to be used again.
    public void Example2()
    {
        i.overrideSprite = null;
    }
}
pixelsPerUnit Declaration
public float pixelsPerUnit { get; }
Property Value pixelsPerUnitMultiplier

Pixel per unit modifier to change how sliced sprites are generated.

Declaration
public float pixelsPerUnitMultiplier { get; set; }
Property Value preferredHeight

If there is a sprite being rendered returns the size of that sprite. In the case of a slided or tiled sprite will return the calculated minimum size possible

Declaration
public virtual float preferredHeight { get; }
Property Value preferredWidth

If there is a sprite being rendered returns the size of that sprite. In the case of a slided or tiled sprite will return the calculated minimum size possible

Declaration
public virtual float preferredWidth { get; }
Property Value preserveAspect

Whether this image should preserve its Sprite aspect ratio.

Declaration
public bool preserveAspect { get; set; }
Property Value sprite

The sprite that is used to render this image.

Declaration
public Sprite sprite { get; set; }
Property Value Examples
//Attach this script to an Image GameObject and set its Source Image to the Sprite you would like.
//Press the space key to change the Sprite. Remember to assign a second Sprite in this script's section of the Inspector.

using UnityEngine;
using UnityEngine.UI;

public class Example : MonoBehaviour
{
    Image m_Image;
    //Set this in the Inspector
    public Sprite m_Sprite;

    void Start()
    {
        //Fetch the Image from the GameObject
        m_Image = GetComponent<Image>();
    }

    void Update()
    {
        //Press space to change the Sprite of the Image
        if (Input.GetKey(KeyCode.Space))
        {
            m_Image.sprite = m_Sprite;
        }
    }
}
type

How to display the image.

Declaration
public Image.Type type { get; set; }
Property Value useSpriteMesh

Allows you to specify whether the UI Image should be displayed using the mesh generated by the TextureImporter, or by a simple quad mesh.

Declaration
public bool useSpriteMesh { get; set; }
Property Value Methods CalculateLayoutInputHorizontal()

See ILayoutElement.CalculateLayoutInputHorizontal.

Declaration
public virtual void CalculateLayoutInputHorizontal()
CalculateLayoutInputVertical()

See ILayoutElement.CalculateLayoutInputVertical.

Declaration
public virtual void CalculateLayoutInputVertical()
DisableSpriteOptimizations()

Disable all automatic sprite optimizations.

Declaration
public void DisableSpriteOptimizations()
IsRaycastLocationValid(Vector2, Camera)

Calculate if the ray location for this image is a valid hit location. Takes into account a Alpha test threshold.

Declaration
public virtual bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera)
Parameters Type Name Description Vector2 screenPoint

The screen point to check against

Camera eventCamera

The camera in which to use to calculate the coordinating position

Returns Type Description bool

If the location is a valid hit or not.

OnAfterDeserialize()

See ISerializationCallbackReceiver.

Declaration
public virtual void OnAfterDeserialize()
OnBeforeSerialize()

See ISerializationCallbackReceiver.

Declaration
public virtual void OnBeforeSerialize()
OnCanvasHierarchyChanged()

Called when the state of the parent Canvas is changed.

Declaration
protected override void OnCanvasHierarchyChanged()
Overrides OnDidApplyAnimationProperties() Declaration
protected override void OnDidApplyAnimationProperties()
Overrides OnDisable()

Clear references.

Declaration
protected override void OnDisable()
Overrides OnEnable()

Mark the Graphic and the canvas as having been changed.

Declaration
protected override void OnEnable()
Overrides OnPopulateMesh(VertexHelper)

Update the UI renderer mesh.

Declaration
protected override void OnPopulateMesh(VertexHelper toFill)
Parameters Overrides OnValidate() Declaration
protected override void OnValidate()
Overrides SetNativeSize()

Adjusts the image size to make it pixel-perfect.

Declaration
public override void SetNativeSize()
Overrides UpdateMaterial()

Update the renderer's material.

Declaration
protected override void UpdateMaterial()
Overrides Implements

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