class in UnityEngine.UI
/
Inherits from:UI.Selectable
Implements interfaces:IBeginDragHandler, ICanvasElement, IDragHandler, IEndDragHandler, IEventSystemHandler, ILayoutElement, IPointerClickHandler, ISubmitHandler, IUpdateSelectedHandler
Switch to ManualTurn a simple label into a interactable input field.
asteriskChar | The character used for password fields. |
caretBlinkRate | The blinking rate of the input caret, defined as the number of times the blink cycle occurs per second. |
caretColor | The custom caret color used if customCaretColor is set. |
caretPosition | Current InputField caret position (also selection tail). |
caretWidth | The width of the caret in pixels. |
characterLimit | How many characters the input field is limited to. 0 = infinite. |
characterValidation | The type of validation to perform on a character. |
contentType | Specifies the type of the input text content. |
customCaretColor | Should a custom caret color be used or should the textComponent.color be used. |
inputType | The type of input expected. See InputField.InputType. |
isFocused | Does the InputField currently have focus and is able to process events. |
keyboardType | They type of mobile keyboard that will be used. |
lineType | The LineType used by the InputField. |
multiLine | If the input field supports multiple lines. |
onEndEdit | The Unity Event to call when editing has ended. |
onValidateInput | The function to call to validate the input characters. |
onValueChanged | Accessor to the OnChangeEvent. |
placeholder | This is an optional ‘empty’ graphic to show that the InputField text field is empty. |
readOnly | Set the InputField to be read only. |
selectionAnchorPosition | The beginning point of the selection. |
selectionColor | The color of the highlight to show which characters are selected. |
selectionFocusPosition | The end point of the selection. |
shouldHideMobileInput | Should the mobile keyboard input be hidden. |
text | The current value of the input field. |
textComponent | The Text component that is going to be used to render the text to screen. |
touchScreenKeyboard | The TouchScreenKeyboard being used to edit the Input Field. |
wasCanceled | If the InputField was canceled and will revert back to the original text upon DeactivateInputField. |
ActivateInputField | Function to activate the InputField to begin processing Events. |
DeactivateInputField | Function to deactivate the InputField to stop the processing of Events and send OnSubmit if not canceled. |
ForceLabelUpdate | Force the label to update immediatly. This will recalculate the positioning of the caret and the visible text. |
GraphicUpdateComplete | See ICanvasElement.GraphicUpdateComplete. |
LayoutComplete | See ICanvasElement.LayoutComplete. |
MoveTextEnd | Move the caret index to end of text. |
MoveTextStart | Move the caret index to start of text. |
OnBeginDrag | Capture the OnBeginDrag callback from the EventSystem and ensure we should listen to the drag events to follow. |
OnDeselect | What to do when the event system sends a Deselect Event. |
OnDrag | What to do when the event system sends a Drag Event. |
OnEndDrag | Capture the OnEndDrag callback from the EventSystem and cancel the listening of drag events. |
OnPointerClick | What to do when the event system sends a pointer click Event. |
OnPointerDown | What to do when the event system sends a pointer down Event. |
OnSubmit | What to do when the event system sends a submit Event. |
OnUpdateSelected | What to do when the event system sends a Update selected Event. |
ProcessEvent | Helper function to allow separate events to be processed by the InputField. |
Rebuild | Rebuild the input fields geometry. (caret and highlight). |
Append | Append a character to the input field. |
ClampPos | Clamp a value (by reference) between 0 and the current text length. |
GetCharacterIndexFromPosition | The character that is under the mouse. |
KeyPressed | Process the Event and perform the appropriate action for that key. |
OnDisable | См. MonoBehaviour.OnDisable. |
OnFocus | Focus the input field initializing properties. |
SelectAll | Highlight the whole InputField. |
SendOnSubmit | Convenience function to make functionality to send the SubmitEvent easier. |
UpdateLabel | Update the Text associated with this input field. |
Validate | Predefined validation functionality for different characterValidation types. |
OnValidateInput | Custom validation callback. |
allSelectables | List of all the selectable objects currently active in the scene. |
enabled | Включенное Поведение обновляется, выключенное Поведение не обновляется. |
isActiveAndEnabled | Has the Behaviour had enabled called. |
gameObject | Игровой объект к которому прикреплён данный компонент. Компонент всегда прикреплён к игровому объекту. |
tag | Тег данного игрового объекта. |
transform | The Transform attached to this GameObject. |
runInEditMode | Allow a specific instance of a MonoBehaviour to run in edit mode (only available in the editor). |
useGUILayout | Disabling this lets you skip the GUI layout phase. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
animationTriggers | The AnimationTriggers for this selectable object. |
animator | Convenience function to get the Animator component on the GameObject. |
colors | The ColorBlock for this selectable object. |
image | Convenience function that converts the referenced Graphic to a Image, if possible. |
interactable | Use to enable or disable the ability to select a selectable UI element (for example, a Button). |
navigation | The Navigation setting for this selectable object. |
spriteState | The SpriteState for this selectable object. |
targetGraphic | Graphic that will be transitioned upon. |
transition | The type of transition that will be applied to the targetGraphic when the state changes. |
BroadcastMessage | Вызывает метод названный methodName на каждом MonoBehaviour этого game object-а или любого из его потомков. |
CompareTag | Помечен ли данный игровой объект тегом tag? |
GetComponent | Возвращает компонент типа type, если он прикреплен к игровому объекту и null, если не прикреплен. |
GetComponentInChildren | Возвращает компонент типа type в GameObject или некоторого его потомка через поиск в глубину. |
GetComponentInParent | Возвращает все компоненты типа type из GameObject'а или из любого его родителя. |
GetComponents | Возвращает все компоненты типа type в GameObject. |
GetComponentsInChildren | Возвращает все компоненты типа type в GameObject или любому из его потомков. |
GetComponentsInParent | Возвращает все компоненты типа type в GameObject или любому из его родителей. |
SendMessage | Вызывает метод с названием methodName в каждом MonoBehaviour в этом игровом объекте. |
SendMessageUpwards | Вызывает метод с именем methodName в каждом MonoBehaviour в этом игровом объекте и в каждом предке поведения. |
CancelInvoke | Отменяет все вызовы Invoke в этом MonoBehaviour. |
Invoke | Вызывает метод methodName по истечении времени time секунд. |
InvokeRepeating | Вызывает метод methodName по истечении времени time секунд, затем повторяет вызов каждые repeatRate секунд. |
IsInvoking | Есть ли какой то ожидающий вызов methodName? |
StartCoroutine | Запуск корутины. |
StopAllCoroutines | Останавливает все корутины запущенные на этом MonoBehaviour. |
StopCoroutine | Останавливает все корутины с именем methodName запущенные на этом MonoBehaviour. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the GameObject. |
FindSelectable | Finds the selectable object next to this one. |
FindSelectableOnDown | Find the selectable object below this one. |
FindSelectableOnLeft | Find the selectable object to the left of this one. |
FindSelectableOnRight | Find the selectable object to the right of this one. |
FindSelectableOnUp | Find the selectable object above this one. |
IsInteractable | UI.Selectable.IsInteractable. |
OnMove | Determine in which of the 4 move directions the next selectable object should be found. |
OnPointerEnter | Evaluate current state and transition to appropriate state. |
OnPointerExit | Evaluate current state and transition to normal state. |
OnPointerUp | Evaluate eventData and transition to appropriate state. |
OnSelect | Set selection and transition to appropriate state. |
Select | Selects this Selectable. |
IsActive | Возвращает true если GameObject и Component активны. |
IsDestroyed | Возвращает true если родное представление поведения было разрушено. |
DoStateTransition | Transition the Selectable to the entered state. |
InstantClearState | Clear any internal state from the Selectable (used when disabling). |
IsHighlighted | Returns whether the selectable is currently 'highlighted' or not. |
IsPressed | Whether the current selectable is being pressed. |
UpdateSelectionState | Internally update the selection state of the Selectable. |
Awake | См. MonoBehaviour.Awake. |
OnBeforeTransformParentChanged | См. MonoBehaviour.OnBeforeTransformParentChanged. |
OnCanvasGroupChanged | См. MonoBehaviour.OnCanvasGroupChanged. |
OnCanvasHierarchyChanged | Called when the state of the parent Canvas is changed. |
OnDestroy | См. MonoBehaviour.OnDestroy. |
OnDidApplyAnimationProperties | См. MonoBehaviour.OnDidApplyAnimationProperties. |
OnEnable | См. MonoBehaviour.OnEnable. |
OnRectTransformDimensionsChange | This callback is called if an associated RectTransform has its dimensions changed. |
OnTransformParentChanged | См. MonoBehaviour.OnRectTransformParentChanged. |
OnValidate | См. MonoBehaviour.OnValidate. |
Reset | См. MonoBehaviour.Reset. |
Start | См. MonoBehaviour.Start. |
Logs message to the Unity Console (identical to Debug.Log). | |
Destroy | Удаляет GameObject, Component или Asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does 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. |
Awake | Функция Awake вызывается когда экземпляр скрипта будет загружен. |
FixedUpdate | Frame-rate independent MonoBehaviour.FixedUpdate message for physics calculations. |
LateUpdate | LateUpdate вызывается каждый кадр, если Behaviour включен. |
OnAnimatorIK | Обратный вызов (Callback) для установки IK анимации (инверсной кинематики). |
OnAnimatorMove | Обратный вызов для обработки перемещения анимации для модификации смещения корня. |
OnApplicationFocus | Посылается ко всем игровым объектам когда плейер получает или теряет фокус. |
OnApplicationPause | Посылается ко всем игровым объектам когда плейер на паузе. |
OnApplicationQuit | Sent to all game objects before the application quits. |
OnAudioFilterRead | If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain. |
OnBecameInvisible | OnBecameInvisible is called when the renderer is no longer visible by any camera. |
OnBecameVisible | OnBecameVisible is called when the renderer became visible by any camera. |
OnCollisionEnter | OnCollisionEnter вызывается, когда этот collider/rigidbody начал соприкосновение с другим rigidbody/collider. |
OnCollisionEnter2D | Передается когда входящий коллайдер контактирует с коллайдером данного объекта (только 2D физика). |
OnCollisionExit | OnCollisionExit вызывается, когда collider/rigidbody прекращает контакт с другим rigidbody/collider. |
OnCollisionExit2D | Передается, когда коллайдер другого объекта перестает соприкасаться с коллайдером этого объекта (только 2D физика). |
OnCollisionStay | :ref::OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. |
OnCollisionStay2D | Передается каждый кадр, пока коллайдер другого объекта контактирует с коллайдером данного объекта (только 2D физика). |
OnConnectedToServer | Called on the client when you have successfully connected to a server. |
OnControllerColliderHit | OnControllerColliderHit вызывается тогда, когда контроллер сталкивается с коллайдеров, во время выполнения метода Move. |
OnDestroy | Destroying the attached Behaviour will result in the game or scene receiving OnDestroy. |
OnDisconnectedFromServer | Called on the client when the connection was lost or you disconnected from the server. |
OnDrawGizmos | Implement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn. |
OnDrawGizmosSelected | Implement OnDrawGizmosSelected to draw a gizmo if the object is selected. |
OnEnable | This function is called when the object becomes enabled and active. |
OnFailedToConnect | Called on the client when a connection attempt fails for some reason. |
OnFailedToConnectToMasterServer | Called on clients or servers when there is a problem connecting to the MasterServer. |
OnGUI | OnGUI is called for rendering and handling GUI events. |
OnJointBreak | Вызывается при разрушении сустава, прикрепленного к такому же игровому объекту. |
OnJointBreak2D | Called when a Joint2D attached to the same game object breaks. |
OnMasterServerEvent | Called on clients or servers when reporting events from the MasterServer. |
OnMouseDown | OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider. |
OnMouseDrag | OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse. |
OnMouseEnter | Called when the mouse enters the GUIElement or Collider. |
OnMouseExit | Called when the mouse is not any longer over the GUIElement or Collider. |
OnMouseOver | Called every frame while the mouse is over the GUIElement or Collider. |
OnMouseUp | OnMouseUp is called when the user has released the mouse button. |
OnMouseUpAsButton | OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed. |
OnNetworkInstantiate | Called on objects which have been network instantiated with Network.Instantiate. |
OnParticleCollision | OnControllerColliderHit вызывается тогда, когда контроллер сталкивается с коллайдеров, во время выполнения метода Move. |
OnParticleTrigger | OnParticleTrigger is called when any particles in a particle system meet the conditions in the trigger module. |
OnPlayerConnected | Called on the server whenever a new player has successfully connected. |
OnPlayerDisconnected | Called on the server whenever a player disconnected from the server. |
OnPostRender | OnPostRender is called after a camera finished rendering the scene. |
OnPreCull | OnPreCull вызывается до того, как камера отсечёт сцену. |
OnPreRender | OnPreRender вызывается перед тем, как камера начнёт рендерить сцену. |
OnRenderImage | OnRenderImage вызывается после того как весь рендеринг для отрисовки изображения завершиться. |
OnRenderObject | OnRenderObject вызывается после того, как камера отрендерила сцену. |
OnSerializeNetworkView | Used to customize synchronization of variables in a script watched by a network view. |
OnServerInitialized | Called on the server whenever a Network.InitializeServer was invoked and has completed. |
OnTransformChildrenChanged | This function is called when the list of children of the transform of the GameObject has changed. |
OnTransformParentChanged | This function is called when the parent property of the transform of the GameObject has changed. |
OnTriggerEnter | OnTriggerEnter вызывается, когда Collider other входит в триггер. |
OnTriggerEnter2D | Передается, когда другой обьект входит в триггер присоединенный к данному обьекту (только 2D физика). |
OnTriggerExit | OnTriggerExit вызывается, когда Collider other перестает соприкасаться с триггером. |
OnTriggerExit2D | Передается когда другой объект покидает триггер, присоединенный к данному объекту(только 2D физика). |
OnTriggerStay | OnTriggerStay is called once per physics update for every Collider other that is touching the trigger. |
OnTriggerStay2D | Передается каждый кадр, пока другой объект находится в триггере, присоединенном к этому объекту (только 2D физика). |
OnValidate | Эта функция вызывается когда скрипт загружается или изменяется значение в Инспекторе (Вызывается только в редакторе). |
OnWillRenderObject | OnWillRenderObject is called for each camera if the object is visible and not a UI element. |
Reset | Reset to default values. |
Start | Start is called on the frame when a script is enabled just before any of the Update methods are called the first time. |
Update | Update вызывается каждый кадр, если MonoBehaviour включен. |