Class Shadow
Implements
Inherited Members
MonoBehaviour.IsInvoking()
MonoBehaviour.CancelInvoke()
MonoBehaviour.StopCoroutine(Coroutine)
MonoBehaviour.StopAllCoroutines()
MonoBehaviour.destroyCancellationToken
MonoBehaviour.useGUILayout
MonoBehaviour.didStart
MonoBehaviour.didAwake
MonoBehaviour.runInEditMode
Behaviour.enabled
Behaviour.isActiveAndEnabled
Component.GetComponent<T>()
Component.TryGetComponent<T>(out T)
Component.GetComponentInChildren<T>()
Component.GetComponentsInChildren<T>()
Component.GetComponentInParent<T>()
Component.GetComponentsInParent<T>()
Component.GetComponents<T>()
Component.GetComponentIndex()
Component.CompareTag(TagHandle)
Component.transform
Component.transformHandle
Component.gameObject
Component.tag
Object.GetEntityId()
Object.GetInstanceID()
Object.GetHashCode()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion, Transform)
Object.Instantiate(Object)
Object.Instantiate(Object, Scene)
Object.Instantiate<T>(T, InstantiateParameters)
Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.Instantiate(Object, Transform)
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.Destroy(Object)
Object.DestroyImmediate(Object)
Object.DontDestroyOnLoad(Object)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Object.ToString()
Object.name
Object.hideFlags
Namespace: UnityEngine.UI
Assembly: UnityEngine.UI.dll
Syntax
[AddComponentMenu("UI/Effects/Shadow", 80)]
public class Shadow : BaseMeshEffect, IMeshModifier
Constructors
Shadow()
Declaration
protected Shadow()
Properties
effectColor
Color for the effect
Declaration
public Color effectColor { get; set; }
Property Value
Type | Description |
---|---|
Color |
effectDistance
How far is the shadow from the graphic.
Declaration
public Vector2 effectDistance { get; set; }
Property Value
Type | Description |
---|---|
Vector2 |
useGraphicAlpha
Should the shadow inherit the alpha from the graphic?
Declaration
public bool useGraphicAlpha { get; set; }
Property Value
Type | Description |
---|---|
bool |
Methods
ApplyShadow(List<UIVertex>, Color32, int, int, float, float)
Duplicate vertices from start to end and turn them into shadows with the given offset.
Declaration
protected void ApplyShadow(List<UIVertex> verts, Color32 color, int start, int end, float x, float y)
Parameters
Type | Name | Description |
---|---|---|
List<UIVertex> | verts | Vert list to copy |
Color32 | color | Shadow color |
int | start | The start index in the verts list |
int | end | The end index in the vers list |
float | x | The shadows x offset |
float | y | The shadows y offset |
ApplyShadowZeroAlloc(List<UIVertex>, Color32, int, int, float, float)
Declaration
protected void ApplyShadowZeroAlloc(List<UIVertex> verts, Color32 color, int start, int end, float x, float y)
Parameters
Type | Name | Description |
---|---|---|
List<UIVertex> | verts | |
Color32 | color | |
int | start | |
int | end | |
float | x | |
float | y |
ModifyMesh(VertexHelper)
Call used to modify mesh. Place any custom mesh processing in this function.
Declaration
public override void ModifyMesh(VertexHelper vh)
Parameters
Type | Name | Description |
---|---|---|
VertexHelper | vh |
Overrides
OnValidate()
Declaration
protected override void OnValidate()