Legacy Documentation: Version 5.2
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ImageEditor

class in UnityEditor.UI

/

Inherits from: UI.GraphicEditor

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Description

Custom Editor for the Image Component.

Extend this class to write a custom editor for an Image-derived component. See Also: Editor, CustomEditor.

Public Functions

GetInfoStringA string cointaining the Image details to be used as a overlay on the component Preview.
HasPreviewGUICan this component be Previewed in its current state?
OnDisableSee MonoBehaviour.OnDisable.
OnInspectorGUIImplement specific ImageEditor inspector GUI code here. If you want to simply extend the existing editor call the base OnInspectorGUI () before doing any custom GUI code.
OnPreviewGUICustom preview for Image component.
SpriteGUIGUI for showing the Sprite property.
TypeGUIGUI for showing the image type and associated settings.

Protected Functions

OnDisableSee MonoBehaviour.OnDisable.
SpriteGUIGUI for showing the Sprite property.
TypeGUIGUI for showing the image type and associated settings.

Inherited members

Variables

serializedObjectA SerializedObject representing the object or objects being inspected.
targetThe object being inspected.
targetsAn array of all the object being inspected.
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Public Functions

DrawDefaultInspectorDraw the built-in inspector.
DrawHeaderCall this function to draw the header of the editor.
DrawPreviewThe first entry point for Preview Drawing.
GetPreviewTitleOverride this method if you want to change the label of the Preview area.
OnInteractivePreviewGUIImplement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector.
OnPreviewSettingsOverride this method if you want to show custom controls in the preview header.
RenderStaticPreviewOverride this method if you want to render a static preview that shows.
RepaintRepaint any inspectors that shows this editor.
RequiresConstantRepaintDoes this edit require to be repainted constantly in its current state?
UseDefaultMarginsOverride this method in subclasses to return false if you don't want default margins.
AppearanceControlsGUIGUI related to the appearance of the graphic. Color and Material properties appear here.
NativeSizeButtonGUIGUI for showing a button that sets the size of the RectTransform to the native size for this Graphic.
RaycastControlsGUIGUI related to the Raycasting settings for the graphic.
SetShowNativeSizeSet if the 'Set Native Size' button should be visible for this editor.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.

Protected Functions

AppearanceControlsGUIGUI related to the appearance of the graphic. Color and Material properties appear here.
NativeSizeButtonGUIGUI for showing a button that sets the size of the RectTransform to the native size for this Graphic.
RaycastControlsGUIGUI related to the Raycasting settings for the graphic.
SetShowNativeSizeSet if the 'Set Native Size' button should be visible for this editor.

Static Functions

CreateCachedEditorOn return previousEditor is an editor for targetObject or targetObjects. The function either returns if the editor is already tracking the objects, or Destroys the previous editor and creates a new one.
CreateEditorMake a custom editor for targetObject or targetObjects.
DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.
CreateInstanceCreates an instance of a scriptable object with className.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.

Messages

OnSceneGUILets the Editor handle an event in the scene view.
OnDestroyThis function is called when the scriptable object will be destroyed.
OnEnableThis function is called when the object is loaded.