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UIShape

Desenha formas basicas (retangulos, circulos, linhas) com cor e tamanho.

Criar no Editor

  1. Garanta que existe um UIController na cena.
  2. Crie um GameObject e adicione UIRect.
  3. Adicione o componente UIShape.

Como Usar

  1. Pegue o componente com myObject.findComponent(UIShape.class).
  2. Leia e altere as propriedades do componente para controlar o comportamento.
  3. Teste o input ou layout no modo Play.

Exemplo em Java

SpatialObject myObject = /* your object */;
UIShape comp = myObject.findComponent(UIShape.class);
if (comp != null) {
// set the bottomLeftCorner value:
comp.bottomLeftCorner = new CornerType();
// read the bottomLeftCorner value:
CornerType bottomLeftCornerValue = comp.bottomLeftCorner;

// set the bottomRightCorner value:
comp.bottomRightCorner = new CornerType();
// read the bottomRightCorner value:
CornerType bottomRightCornerValue = comp.bottomRightCorner;

// set the color value:
comp.color = new Color(255, 255, 255, 255);
// read the color value:
Color colorValue = comp.color;

// set the colorGradient value:
comp.colorGradient = new ColorGradient();
// read the colorGradient value:
ColorGradient colorGradientValue = comp.colorGradient;

// set the corner value:
comp.corner = 1f;
// read the corner value:
float cornerValue = comp.corner;

// set the gradientAngle value:
comp.gradientAngle = 1f;
// read the gradientAngle value:
float gradientAngleValue = comp.gradientAngle;

// set the gradientMode value:
comp.gradientMode = new GradientMode();
// read the gradientMode value:
GradientMode gradientModeValue = comp.gradientMode;

// set the hole value:
comp.hole = 1f;
// read the hole value:
float holeValue = comp.hole;

// set the innerGlowColor value:
comp.innerGlowColor = new Color(255, 255, 255, 255);
// read the innerGlowColor value:
Color innerGlowColorValue = comp.innerGlowColor;

// set the innerGlowSize value:
comp.innerGlowSize = 1f;
// read the innerGlowSize value:
float innerGlowSizeValue = comp.innerGlowSize;

// set the innerGlowSmooth value:
comp.innerGlowSmooth = 1f;
// read the innerGlowSmooth value:
float innerGlowSmoothValue = comp.innerGlowSmooth;

// set the innerShadowAngle value:
comp.innerShadowAngle = 1f;
// read the innerShadowAngle value:
float innerShadowAngleValue = comp.innerShadowAngle;

// set the innerShadowColor value:
comp.innerShadowColor = new Color(255, 255, 255, 255);
// read the innerShadowColor value:
Color innerShadowColorValue = comp.innerShadowColor;

// set the innerShadowSize value:
comp.innerShadowSize = 1f;
// read the innerShadowSize value:
float innerShadowSizeValue = comp.innerShadowSize;

// set the innerShadowSmooth value:
comp.innerShadowSmooth = 1f;
// read the innerShadowSmooth value:
float innerShadowSmoothValue = comp.innerShadowSmooth;

// set the maskAngle value:
comp.maskAngle = 1f;
// read the maskAngle value:
float maskAngleValue = comp.maskAngle;

// set the maskMode value:
comp.maskMode = new MaskMode();
// read the maskMode value:
MaskMode maskModeValue = comp.maskMode;

// set the maskValue value:
comp.maskValue = 1f;
// read the maskValue value:
float maskValueValue = comp.maskValue;

// set the outerGlowColor value:
comp.outerGlowColor = new Color(255, 255, 255, 255);
// read the outerGlowColor value:
Color outerGlowColorValue = comp.outerGlowColor;

// set the outerGlowSize value:
comp.outerGlowSize = 1f;
// read the outerGlowSize value:
float outerGlowSizeValue = comp.outerGlowSize;

// set the outerGlowSmooth value:
comp.outerGlowSmooth = 1f;
// read the outerGlowSmooth value:
float outerGlowSmoothValue = comp.outerGlowSmooth;

// set the outerShadowAngle value:
comp.outerShadowAngle = 1f;
// read the outerShadowAngle value:
float outerShadowAngleValue = comp.outerShadowAngle;

// set the outerShadowColor value:
comp.outerShadowColor = new Color(255, 255, 255, 255);
// read the outerShadowColor value:
Color outerShadowColorValue = comp.outerShadowColor;

// set the outerShadowSize value:
comp.outerShadowSize = 1f;
// read the outerShadowSize value:
float outerShadowSizeValue = comp.outerShadowSize;

// set the outerShadowSmooth value:
comp.outerShadowSmooth = 1f;
// read the outerShadowSmooth value:
float outerShadowSmoothValue = comp.outerShadowSmooth;

// set the quality value:
comp.quality = 1f;
// read the quality value:
float qualityValue = comp.quality;

// set the stroke value:
comp.stroke = 1f;
// read the stroke value:
float strokeValue = comp.stroke;

// set the strokeColor value:
comp.strokeColor = new Color(255, 255, 255, 255);
// read the strokeColor value:
Color strokeColorValue = comp.strokeColor;

// set the topLeftCorner value:
comp.topLeftCorner = new CornerType();
// read the topLeftCorner value:
CornerType topLeftCornerValue = comp.topLeftCorner;

// set the topRightCorner value:
comp.topRightCorner = new CornerType();
// read the topRightCorner value:
CornerType topRightCornerValue = comp.topRightCorner;

}