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class in UnityEngine.UI

/

Inherits from: UI.Selectable


Implements interfaces: ICanvasElement, IDeselectHandler, IEventSystemHandler, IEventSystemHandler, IMoveHandler, IPointerClickHandler, IPointerDownHandler, IPointerEnterHandler, IPointerExitHandler, IPointerUpHandler, ISelectHandler, ISubmitHandler

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マニュアルに切り替える

Description

オン/オフ状態を持つ標準的なトグル。

トグルコンポーネントは、オン/オフ状態を表示する子のグラフィックを制御する Selectable です。

トグルイベントが発生すると、登録されている onValueChanged の全リスナーにコールバックを送信します。

Variables

graphicトグルに影響されるグラフィック。
groupトグルが属するグループ。
isOnトグル上にあるか。
onValueChangedトグルの値が変更されたときに実行されるコールバック。
toggleTransitionトグルの遷移モード。

Public Functions

GraphicUpdateComplete ICanvasElement.GraphicUpdateComplete を参照してください。
LayoutComplete ICanvasElement.LayoutComplete を参照してください。
OnPointerClickトグルが 'クリック' されたときの取り扱い。
OnSubmitsubmit キーが押されたときの操作。
Rebuildキャンバスが再構築されたときの操作。

Protected Functions

OnDisable MonoBehaviour.OnDisable を参照してください。

Inherited members

Static Variables

allSelectablesシーン内で現在アクティブなすべての Selectable オブジェクトのリスト

Variables

enabled有効であれば更新され、無効であれば更新されません。
isActiveAndEnabledBehaviour が有効かどうか
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject (null if there is none attached).
useGUILayoutDisabling this lets you skip the GUI layout phase.
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.
animationTriggersこの Selectable オブジェクトのための AnimationTriggers
animatorゲームオブジェクトの Animator コンポーネントを取得するための便利関数
colorsこの Selectable オブジェクトのための ColorBlock
image参照されたグラフィックを Image に変換する便利な関数
interactableUI.Selectable.interactable
navigationこの Selectable オブジェクトへの Navigation 設定
spriteStateこの Selectable オブジェクトのための SpriteState
targetGraphic遷移使用されるグラフィック
transitionステートが変更するときに targetGraphic に適用される遷移の種類

Public Functions

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentゲームオブジェクトに type がアタッチされている場合は type のタイプを使用してコンポーネントを返します。ない場合は null です
GetComponentInChildren GameObject や深さ優先探索を活用して、親子関係にある子オブジェクトから type のタイプのコンポーネントを取得します。
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
CancelInvokeすべての Invoke をキャンセルします
Invoke設定した時間(単位は秒)にメソッドを呼び出します
InvokeRepeating設定した時間(単位は秒)にメソッドを呼び出し、repeatRate 秒ごとにリピートします
IsInvokingメソッドの呼出が保留中かどうか
StartCoroutineコルーチンを開始します
StopAllCoroutinesStops all coroutines running on this behaviour.
StopCoroutineStops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.
FindSelectableこの次の Selectable オブジェクトを一つ検索します
FindSelectableOnDown下にある Selectable オブジェクトを一つ検索します
FindSelectableOnLeftこのオブジェクトの左にある Selectable オブジェクトを一つ検索します
FindSelectableOnRightこのオブジェクトの右にある Selectable オブジェクトを一つ検索します
FindSelectableOnUpこのオブジェクトの上にある Selectable オブジェクトを検索します
IsInteractableUI.Selectable.IsInteractable
OnDeselect設定解除し、適切なステートへ遷移します
OnMove次の Selectable オブジェクトを見つける方向を 4 つの移動方向から決定します
OnPointerDown現在の状態と、Pressed (押され)ステートへの遷移を評価します
OnPointerEnter現在のステートと、適切なステートへの遷移を評価します
OnPointerExit現在のステートと通常ステートへの遷移を評価します
OnPointerUpeventData と適切なステートへの遷移を評価します
OnSelect選択と適切なステートへの遷移を設定します
Selectこの Selectable を選択します
IsActive GameObject と Component がアクティブになっている場合は true を返します。
IsDestroyedネイティブ表示の振る舞いが破棄された場合は true を返します。

Protected Functions

DoStateTransitionSelectable を入力されたステートへ遷移させます
InstantClearState(無効のときに使用される) Selectable の内部状態をクリアします
IsHighlighted現在「ハイライト表示」されている Selectable です
UpdateSelectionState内部的に Selectable の選択状態を更新します
Awake MonoBehaviour.Awake を参照してください
OnBeforeTransformParentChangedMonoBehaviour.OnBeforeTransformParentChanged を参照してください
OnCanvasGroupChangedMonoBehaviour.OnCanvasGroupChanged を参照してください
OnCanvasHierarchyChanged親の Canvas の状態が変更されたとき呼び出されます。
OnDestroy MonoBehaviour.OnDestroy を参照してください
OnDidApplyAnimationProperties LayoutGroup.OnDidApplyAnimationProperties を参照してください
OnEnable MonoBehaviour.OnEnable を参照してください
OnRectTransformDimensionsChange関連する RectTransform の寸法が変わると、このコールバックは呼び出されます。この呼び出しは、たとえ子のトランスフォーム自体変化がなくとも、あたかも変化があったようにすべての子矩形のトランスフォームにも行われます。
OnTransformParentChangedMonoBehaviour.OnRectTransformParentChanged を参照してください
OnValidate MonoBehaviour.OnValidate を参照してください
Reset MonoBehaviour.Reset を参照してください
Start MonoBehaviour.Start を参照してください

Static Functions

printLogs message to the Unity Console (identical to Debug.Log).
DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately.
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.
InstantiateReturns a copy of the object original.

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

AwakeAwake is called when the script instance is being loaded.
FixedUpdateThis function is called every fixed framerate frame, if the MonoBehaviour is enabled.
LateUpdateLateUpdate is called every frame, if the Behaviour is enabled.
OnAnimatorIKCallback for setting up animation IK (inverse kinematics).
OnAnimatorMoveCallback for processing animation movements for modifying root motion.
OnApplicationFocusSent to all GameObjects when the player gets or loses focus.
OnApplicationPauseSent to all GameObjects when the application pauses.
OnApplicationQuitSent to all game objects before the application is quit.
OnAudioFilterReadIf OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain.
OnBecameInvisibleOnBecameInvisible is called when the renderer is no longer visible by any camera.
OnBecameVisibleOnBecameVisible is called when the renderer became visible by any camera.
OnCollisionEnterOnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
OnCollisionEnter2DSent when an incoming collider makes contact with this object's collider (2D physics only).
OnCollisionExitOnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
OnCollisionExit2DSent when a collider on another object stops touching this object's collider (2D physics only).
OnCollisionStayOnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
OnCollisionStay2DSent each frame where a collider on another object is touching this object's collider (2D physics only).
OnConnectedToServerCalled on the client when you have successfully connected to a server.
OnControllerColliderHitOnControllerColliderHit is called when the controller hits a collider while performing a Move.
OnDestroyThis function is called when the MonoBehaviour will be destroyed.
OnDisconnectedFromServerCalled on the client when the connection was lost or you disconnected from the server.
OnDrawGizmosImplement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn.
OnDrawGizmosSelectedImplement OnDrawGizmosSelected to draw a gizmo if the object is selected.
OnEnableThis function is called when the object becomes enabled and active.
OnFailedToConnectCalled on the client when a connection attempt fails for some reason.
OnFailedToConnectToMasterServerCalled on clients or servers when there is a problem connecting to the MasterServer.
OnGUIOnGUI is called for rendering and handling GUI events.
OnJointBreakCalled when a joint attached to the same game object broke.
OnJointBreak2DCalled when a Joint2D attached to the same game object breaks.
OnMasterServerEventCalled on clients or servers when reporting events from the MasterServer.
OnMouseDownOnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider.
OnMouseDragOnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse.
OnMouseEnterCalled when the mouse enters the GUIElement or Collider.
OnMouseExitCalled when the mouse is not any longer over the GUIElement or Collider.
OnMouseOverCalled every frame while the mouse is over the GUIElement or Collider.
OnMouseUpOnMouseUp is called when the user has released the mouse button.
OnMouseUpAsButtonOnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed.
OnNetworkInstantiateCalled on objects which have been network instantiated with Network.Instantiate.
OnParticleCollisionOnParticleCollision is called when a particle hits a Collider.
OnParticleTriggerOnParticleTrigger is called when any particles in a particle system meet the conditions in the trigger module.
OnPlayerConnectedCalled on the server whenever a new player has successfully connected.
OnPlayerDisconnectedCalled on the server whenever a player disconnected from the server.
OnPostRenderOnPostRender is called after a camera finished rendering the scene.
OnPreCullOnPreCull is called before a camera culls the scene.
OnPreRenderOnPreRender is called before a camera starts rendering the scene.
OnRenderImageOnRenderImage is called after all rendering is complete to render image.
OnRenderObjectOnRenderObject is called after camera has rendered the scene.
OnSerializeNetworkViewUsed to customize synchronization of variables in a script watched by a network view.
OnServerInitializedCalled on the server whenever a Network.InitializeServer was invoked and has completed.
OnTransformChildrenChangedThis function is called when the list of children of the transform of the GameObject has changed.
OnTransformParentChangedThis function is called when the parent property of the transform of the GameObject has changed.
OnTriggerEnterOnTriggerEnter is called when the Collider other enters the trigger.
OnTriggerEnter2DSent when another object enters a trigger collider attached to this object (2D physics only).
OnTriggerExitOnTriggerExit is called when the Collider other has stopped touching the trigger.
OnTriggerExit2DSent when another object leaves a trigger collider attached to this object (2D physics only).
OnTriggerStayOnTriggerStay is called once per frame for every Collider other that is touching the trigger.
OnTriggerStay2DSent each frame where another object is within a trigger collider attached to this object (2D physics only).
OnValidateThis function is called when the script is loaded or a value is changed in the inspector (Called in the editor only).
OnWillRenderObjectOnWillRenderObject is called for each camera if the object is visible.
ResetReset to default values.
StartStart is called on the frame when a script is enabled just before any of the Update methods is called the first time.
UpdateUpdate is called every frame, if the MonoBehaviour is enabled.