C# class: Foldout
Namespace: UnityEngine.UIElements
Base class: BindableElement
The following table lists all the supported attributes.
名前 | 型 | 説明 |
---|---|---|
binding-path |
string |
バインドされるべきターゲットプロパティのパス。 |
content-container |
string |
This element contains the elements that are shown or hidden when you toggle the Foldout . |
focusable |
boolean |
要素がフォーカス可能である場合は true。 |
name |
string |
The name of this VisualElement. Use this property to write USS selectors that target a specific element. The standard practice is to give an element a unique name. |
picking-mode |
string |
mouseEvents または IPanel.Pick クエリの間にこの要素を選択 (ピック) できるかどうかを決定します。 |
style |
string |
Reference to the style object of this element. Contains data computed from USS files or inline styles written to this object in C#. |
tabindex |
int |
フォーカスリング内でフォーカス可能なものをソートするために使用される整数。0 以上であることが必要です。 |
text |
string |
トグルのラベルのテキストです。 |
toolbar |
string |
Text to display inside an information box after the user hovers the element for a small amount of time. |
usage-hints |
string |
A combination of hint values that specify high-level intended usage patterns for the VisualElement .This property can only be set when the VisualElement is not yet part of a Panel . Once part of a Panel , this property becomes effectively read-only, and attempts to change it will throw an exception.The specification of proper UsageHints drives the system to make better decisions on how to process or accelerate certain operations based on the anticipated usage pattern.Note that those hints do not affect behavioral or visual results, but only affect the overall performance of the panel and the elements within. It’s advised to always consider specifying the proper UsageHints , but keep in mind that some UsageHints might be internally ignored under certain conditions (e.g. due to hardware limitations on the target platform). |
value |
boolean |
This is the state of the Foldout’s toggle. It is true if the Foldout is open and its contents arevisible, and false if the Foldout is closed, and its contents are hidden. |
view-data-key |
string |
Used for view data persistence (ie. tree expanded states, scroll position, zoom level). This is the key used to save/load the view data from the view data store. Not setting this key will disable persistence for this VisualElement . |
Foldout は以下の要素を持ちます。
You can add elements to a Foldout’s container, and the show or hide function works automatically.
以下の UI Document は、コンテナ内に 2 つのボタンを持つ Foldout を作成します。2 つのボタンは、Foldout をトグルすると表示/非表示されます。
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="False">
<ui:Foldout text="Foldout" name="MyFoldout" value="true">
<ui:Button text="First item" />
<ui:Button text="Second item" />
</ui:Foldout>
</ui:UXML>
Foldout をブーリアン変数にバインドしたり、INotifyValueChanged<bool>
を通じてその値にアクセスしたりすることができます。
Foldout とその Toggle サブ要素は、Change イベント に応答します。Toggle は、Foldout コンテナを隠したり、表示したりします。
To see which USS selectors affect the components of the Foldout at every level of its hierarchy, use the Matching Selectors section in the Inspector or the UI Toolkit Debugger.
以下の C# コードスニペットでは、Foldout を作成し、Foldout が展開されているかどうかを確認します。
// Create a new foldout, add two elements to it and add it to the container
var cSharpFoldout = new Foldout {text = "Elements"};
cSharpFoldout.Add(new Label("Indented Label"));
cSharpFoldout.Add(new Slider("Indented Slider", 0, 100));
container.Add(cSharpFoldout);
cSharpFoldout.RegisterValueChangedCallback(e =>
{
// Check whether the foldout is expanded
if (cSharpFoldout.value)
{
Debug.Log("Foldout is expanded");
}
else
{
Debug.Log("Foldout is collapsed");
}
});