Version: 2019.2

Graphic

class in UnityEngine.UI

/

Inherits from:EventSystems.UIBehaviour


Implements interfaces:ICanvasElement

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Description

Base class for all visual UI Component.

When creating visual UI components you should inherit from this class. Below is a simple example that draws a colored quad inside the Rect Transform area.

using UnityEngine;
using UnityEngine.UI;

[ExecuteInEditMode] public class SimpleImage : Graphic { protected override void OnPopulateMesh(VertexHelper vh) { Vector2 corner1 = Vector2.zero; Vector2 corner2 = Vector2.zero;

corner1.x = 0f; corner1.y = 0f; corner2.x = 1f; corner2.y = 1f;

corner1.x -= rectTransform.pivot.x; corner1.y -= rectTransform.pivot.y; corner2.x -= rectTransform.pivot.x; corner2.y -= rectTransform.pivot.y;

corner1.x *= rectTransform.rect.width; corner1.y *= rectTransform.rect.height; corner2.x *= rectTransform.rect.width; corner2.y *= rectTransform.rect.height;

vh.Clear();

UIVertex vert = UIVertex.simpleVert;

vert.position = new Vector2(corner1.x, corner1.y); vert.color = color; vh.AddVert(vert);

vert.position = new Vector2(corner1.x, corner2.y); vert.color = color; vh.AddVert(vert);

vert.position = new Vector2(corner2.x, corner2.y); vert.color = color; vh.AddVert(vert);

vert.position = new Vector2(corner2.x, corner1.y); vert.color = color; vh.AddVert(vert);

vh.AddTriangle(0, 1, 2); vh.AddTriangle(2, 3, 0); } }

Static Variables

defaultGraphicMaterialDefault material used to draw UI elements if no explicit material was specified.

Variables

canvasA reference to the Canvas this Graphic is rendering to.
canvasRendererThe CanvasRenderer used by this Graphic.
colorBase color of the Graphic.
defaultMaterialReturns the default material for the graphic.
depthAbsolute depth of the graphic in the hierarchy, used by rendering and events.
mainTextureThe graphic's texture. (Read Only).
materialThe Material set by the user.
materialForRenderingThe material that will be sent for Rendering (Read only).
raycastTargetShould this graphic be considered a target for raycasting?
rectTransformThe RectTransform component used by the Graphic.

Public Functions

CrossFadeAlphaTweens the alpha of the CanvasRenderer color associated with this Graphic.
CrossFadeColorTweens the CanvasRenderer color associated with this Graphic.
GetPixelAdjustedRectReturns a pixel perfect Rect closest to the Graphic RectTransform.
GraphicUpdateCompleteSee ICanvasElement.GraphicUpdateComplete.
LayoutCompleteSee ICanvasElement.LayoutComplete.
OnCullingChangedCallback function to call when the culling has changed.
OnRebuildRequestedEditor-only callback that is issued by Unity if a rebuild of the Graphic is required.
PixelAdjustPointAdjusts the given pixel to be pixel perfect.
RaycastWhen a GraphicRaycaster is raycasting into the Scene it does two things. First it filters the elements using their RectTransform rect. Then it uses this Raycast function to determine the elements hit by the raycast.
RebuildRebuilds the graphic geometry and its material on the PreRender cycle.
RegisterDirtyLayoutCallbackAdd a listener to receive notification when the graphics layout is dirtied.
RegisterDirtyMaterialCallbackAdd a listener to receive notification when the graphics material is dirtied.
RegisterDirtyVerticesCallbackAdd a listener to receive notification when the graphics vertices are dirtied.
SetAllDirtyMark the Graphic as dirty.
SetLayoutDirtyMark the layout as dirty.
SetMaterialDirtyMark the Material as dirty.
SetNativeSizeAdjusts the graphic size to make it pixel-perfect.
SetVerticesDirtyMark the vertices as dirty.
UnregisterDirtyLayoutCallbackRemove a listener from receiving notifications when the graphics layout is dirtied.
UnregisterDirtyMaterialCallbackRemove a listener from receiving notifications when the graphics material is dirtied.
UnregisterDirtyVerticesCallbackRemove a listener from receiving notifications when the graphics vertices are dirtied.

Protected Functions

OnDisableСм. MonoBehaviour.OnDisable.
OnPopulateMeshCallback function when a UI element needs to generate vertices.
UpdateGeometryCall to update the geometry of the Graphic onto the CanvasRenderer.
UpdateMaterialCall to update the Material of the graphic onto the CanvasRenderer.

Inherited members

Variables

enabledВключенное Поведение обновляется, выключенное Поведение не обновляется.
isActiveAndEnabledHas the Behaviour had active and enabled called?
gameObjectИгровой объект к которому прикреплён данный компонент. Компонент всегда прикреплён к игровому объекту.
tagТег данного игрового объекта.
transformThe Transform attached to this GameObject.
runInEditModeAllow a specific instance of a MonoBehaviour to run in edit mode (only available in the editor).
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.

Public Functions

BroadcastMessageВызывает метод названный methodName на каждом MonoBehaviour этого game object-а или любого из его потомков.
CompareTagПомечен ли данный игровой объект тегом tag?
GetComponentВозвращает компонент типа type, если он прикреплен к игровому объекту и null, если не прикреплен.
GetComponentInChildrenВозвращает компонент типа type в GameObject или некоторого его потомка через поиск в глубину.
GetComponentInParentВозвращает все компоненты типа type из GameObject'а или из любого его родителя.
GetComponentsВозвращает все компоненты типа type в GameObject.
GetComponentsInChildrenВозвращает все компоненты типа type в GameObject или любому из его потомков.
GetComponentsInParentВозвращает все компоненты типа type в GameObject или любому из его родителей.
SendMessageВызывает метод с названием methodName в каждом MonoBehaviour в этом игровом объекте.
SendMessageUpwardsВызывает метод с именем methodName в каждом MonoBehaviour в этом игровом объекте и в каждом предке поведения.
CancelInvokeОтменяет все вызовы Invoke в этом MonoBehaviour.
InvokeВызывает метод methodName по истечении времени time секунд.
InvokeRepeatingВызывает метод methodName по истечении времени time секунд, затем повторяет вызов каждые repeatRate секунд.
IsInvokingЕсть ли какой то ожидающий вызов methodName?
StartCoroutineStarts a Coroutine.
StopAllCoroutinesОстанавливает все корутины запущенные на этом MonoBehaviour.
StopCoroutineОстанавливает все корутины с именем methodName запущенные на этом MonoBehaviour.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the object.
IsActiveВозвращает true если GameObject и Component активны.
IsDestroyedВозвращает true если родное представление поведения было разрушено.

Protected Functions

AwakeСм. MonoBehaviour.Awake.
OnBeforeTransformParentChangedСм. MonoBehaviour.OnBeforeTransformParentChanged.
OnCanvasGroupChangedСм. MonoBehaviour.OnCanvasGroupChanged.
OnCanvasHierarchyChangedCalled when the state of the parent Canvas is changed.
OnDestroyСм. MonoBehaviour.OnDestroy.
OnDidApplyAnimationPropertiesСм. MonoBehaviour.OnDidApplyAnimationProperties.
OnEnableСм. MonoBehaviour.OnEnable.
OnRectTransformDimensionsChangeThis callback is called if an associated RectTransform has its dimensions changed.
OnTransformParentChangedСм. MonoBehaviour.OnRectTransformParentChanged.
OnValidateСм. MonoBehaviour.OnValidate.
ResetСм. MonoBehaviour.Reset.
StartСм. MonoBehaviour.Start.

Static Functions

printLogs message to the Unity Console (identical to Debug.Log).
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.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

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

AwakeФункция Awake вызывается когда экземпляр скрипта будет загружен.
FixedUpdateFrame-rate independent MonoBehaviour.FixedUpdate message for physics calculations.
LateUpdateLateUpdate вызывается каждый кадр, если Behaviour включен.
OnAnimatorIKОбратный вызов (Callback) для установки IK анимации (инверсной кинематики).
OnAnimatorMoveОбратный вызов для обработки перемещения анимации для модификации смещения корня.
OnApplicationFocusПосылается ко всем игровым объектам когда плейер получает или теряет фокус.
OnApplicationPauseПосылается ко всем игровым объектам когда плейер на паузе.
OnApplicationQuitSent to all game objects before the application quits.
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 вызывается, когда этот collider/rigidbody начал соприкосновение с другим rigidbody/collider.
OnCollisionEnter2DПередается когда входящий коллайдер контактирует с коллайдером данного объекта (только 2D физика).
OnCollisionExitOnCollisionExit вызывается, когда collider/rigidbody прекращает контакт с другим rigidbody/collider.
OnCollisionExit2DПередается, 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.
OnCollisionStay2DПередается каждый кадр, пока коллайдер другого объекта контактирует с коллайдером данного объекта (только 2D физика).
OnConnectedToServerCalled on the client when you have successfully connected to a server.
OnControllerColliderHitOnControllerColliderHit вызывается тогда, когда контроллер сталкивается с коллайдеров, во время выполнения метода Move.
OnDestroyDestroying the attached Behaviour will result in the game or Scene receiving OnDestroy.
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.
OnJointBreakВызывается при разрушении сустава, прикрепленного к такому же игровому объекту.
OnJointBreak2DCalled when a Joint2D attached to the same game object breaks.
OnMasterServerEventCalled 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.
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.
OnParticleCollisionOnControllerColliderHit вызывается тогда, когда контроллер сталкивается с коллайдеров, во время выполнения метода Move.
OnParticleSystemStoppedOnParticleSystemStopped is called when all particles in the system have died, and no new particles will be born. New particles cease to be created either after Stop is called, or when the duration property of a non-looping system has been exceeded.
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 вызывается после того как весь рендеринг для отрисовки изображения завершиться.
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.
OnTriggerEnter OnTriggerEnter is called when the GameObject collides with another GameObject.
OnTriggerEnter2DПередается, когда другой обьект входит в триггер присоединенный к данному обьекту (только 2D физика).
OnTriggerExitOnTriggerExit вызывается, когда Collider other перестает соприкасаться с триггером.
OnTriggerExit2DПередается когда другой объект покидает триггер, присоединенный к данному объекту(только 2D физика).
OnTriggerStayOnTriggerStay is called once per physics update for every Collider other that is touching the trigger.
OnTriggerStay2DПередается каждый кадр, пока другой объект находится в триггере, присоединенном к этому объекту (только 2D физика).
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 and not a UI element.
ResetReset to default values.
StartStart is called on the frame when a script is enabled just before any of the Update methods are called the first time.
UpdateUpdate вызывается каждый кадр, если MonoBehaviour включен.