Version: 2021.1
언어: 한국어

Canvas

class in UnityEngine

/

다음으로부터 상속:Behaviour

매뉴얼로 전환

설명

Element that can be used for screen rendering.

Elements on a canvas are rendered AFTER Scene rendering, either from an attached camera or using overlay mode.

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

// Create a Canvas that holds a Text GameObject.

public class ExampleClass : MonoBehaviour { void Start() { GameObject myGO; GameObject myText; Canvas myCanvas; Text text; RectTransform rectTransform;

// Canvas myGO = new GameObject(); myGO.name = "TestCanvas"; myGO.AddComponent<Canvas>();

myCanvas = myGO.GetComponent<Canvas>(); myCanvas.renderMode = RenderMode.ScreenSpaceOverlay; myGO.AddComponent<CanvasScaler>(); myGO.AddComponent<GraphicRaycaster>();

// Text myText = new GameObject(); myText.transform.parent = myGO.transform; myText.name = "wibble";

text = myText.AddComponent<Text>(); text.font = (Font)Resources.Load("MyFont"); text.text = "wobble"; text.fontSize = 100;

// Text position rectTransform = text.GetComponent<RectTransform>(); rectTransform.localPosition = new Vector3(0, 0, 0); rectTransform.sizeDelta = new Vector2(400, 200); } }

변수

additionalShaderChannelsGet or set the mask of additional shader channels to be used when creating the Canvas mesh.
cachedSortingLayerValueCached calculated value based upon SortingLayerID.
isRootCanvasIs this the root Canvas?
normalizedSortingGridSizeThe normalized grid size that the canvas will split the renderable area into.
overridePixelPerfectAllows for nested canvases to override pixelPerfect settings inherited from parent canvases.
overrideSortingOverride the sorting of canvas.
pixelPerfectForce elements in the canvas to be aligned with pixels. Only applies with renderMode is Screen Space.
pixelRectGet the render rect for the Canvas.
planeDistanceHow far away from the camera is the Canvas generated.
referencePixelsPerUnitThe number of pixels per unit that is considered the default.
renderingDisplaySizeReturns the canvas display size based on the selected render mode and target display.
renderModeIs the Canvas in World or Overlay mode?
renderOrderThe render order in which the canvas is being emitted to the Scene. (Read Only)
rootCanvasReturns the Canvas closest to root, by checking through each parent and returning the last canvas found. If no other canvas is found then the canvas will return itself.
scaleFactorUsed to scale the entire canvas, while still making it fit the screen. Only applies with renderMode is Screen Space.
sortingLayerIDUnique ID of the Canvas' sorting layer.
sortingLayerNameName of the Canvas' sorting layer.
sortingOrderCanvas' order within a sorting layer.
targetDisplayFor Overlay mode, display index on which the UI canvas will appear.
worldCamera Camera used for sizing the Canvas when in Screen Space - Camera. Also used as the Camera that events will be sent through for a World Space [[Canvas].

정적 함수

ForceUpdateCanvasesForce all canvases to update their content.
GetDefaultCanvasMaterialReturns the default material that can be used for rendering normal elements on the Canvas.
GetETC1SupportedCanvasMaterialGets or generates the ETC1 Material.

Events

preWillRenderCanvasesEvent that is called just before Canvas rendering happens.
willRenderCanvasesEvent that is called just before Canvas rendering happens.

상속된 멤버

변수

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had active and enabled called?
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.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public 함수

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with tag ?
GetComponentReturns the component of Type type if the GameObject has one attached, null if it doesn't. Will also return disabled components.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
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. Works recursively.
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.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

정적 함수

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.

연산자

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.