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− | The SUIText class provides tools to work with the SUIText component, which is a component responsible for displaying text
| + | This page has moved to: https://docs.sine.space/v/scripting/client-scripting/components/suitext |
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− | ==Properties==
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− | {{ScriptFunction|bool|AlignByGeometry|{get;set;}|Use the range of glyph geometry to perform horizontal alignment. |5=
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− | <pre>
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− | thisObject = Space.Host.ExecutingObject
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− | --get a reference to our object
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− | thisObjectText = thisObject.UIText
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− | --get a reference to the SUIText component in our object
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− | Space.Log(thisObjectText.AlignByGeometry)
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− | --This will return "true" or "false" to your debugger console
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− | --telling you if the Align By Geometry feature is on or not (false by default)
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− | thisObjectText.AlignByGeometry = true
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− | --This enables the Align By Geometry feature
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− | thisObjectText.AlignByGeometry = false
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− | --This disables the Align By Geometry feature
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− | </pre>
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− | }}
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− | {{ScriptFunction|SColor|Color|{get;set;}|Base color of the Graphic.|5=
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− | <pre>
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− | --This script dynamically changes the text's color of a GameObject with UIText component.
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− | --For example in a text sign over your shop that you want to make more visually stand out
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− | --or perhaps text decoration during a celebration or a text element in your User Interface or HUD.
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− | thisObject = Space.Host.ExecutingObject
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− | --get a reference to our object
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− | thisObjectText = thisObject.UIText
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− | --get a reference to the SUIText component in our object
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− | colors = {Color.Red, Color.Black, Color.White, Color.Blue, Color.Green, Color.Yellow}
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− | --here we are holding 6 predefined colors in a Lua Table which we will go through
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− | function ColorChanger()
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− | while true do
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− | --infinite loop
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− |
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− | for i=1,#colors do
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− | --For Loop to cycle through all the table items
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− | thisObjectText.color = colors[i]
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− | --this will set the color based on which item in the table we are now at
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− | coroutine.yield(0.1)
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− | --this will pause for a tenth of a second before we change to the next color
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− | end
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− | end
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− | end
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− | thisObjectText.color = Color.Red
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− | --this is how to set text color using one of the predefined colors in the SColor class.
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− | thisObjectText.color = Color.New(0,0,0,1)
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− | --this sets our text color to Black (RGB 000) but also Alpha to 1 (meaning fully opaque, not transparent)
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− | colorOfThisObject = thisObjectText.color
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− | thisObjectText.color = colorOfThisObject
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− | --The color property also allows you to "get" it, not only "set" it, meaning you can get
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− | --your text's current color and save it. In this case, the color of your text wouldn't change.
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− | --The last 4 lines of code above are not important to this color changing script, it's just extra information for you.
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− | Space.Host.StartCoroutine(ColorChanger)
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− | --this coroutine will now call our ColorChanger() function which is infinitely changing our text colors between a select range. </pre>
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− | }}
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− | {{ScriptFunction|bool|Enabled|{get;set;}| Whether the UIText component is Enabled or not will decide if it is visually updating or not.|5=
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− | <pre>
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− | thisObject = Space.Host.ExecutingObject
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− | --get a reference to our object
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− | thisObjectText = thisObject.UIText
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− | --get a reference to the UIText component in our object
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− | Space.Log(thisObjectText.Enabled)
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− | --This will return "true" or "false" to your debugger console
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− | thisObjectText.Enabled = false
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− | --This is how we disable the UIText component
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− | thisObjectText.Enabled = true
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− | --This is how we enable the UIText component
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− | </pre>
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− | }}
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− | {{ScriptFunction|float|FlexibleHeight|{get;}| The extra relative height this UIText should be allocated if there is additional available space. (Used by the Layout system.) |5=
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− | <pre> thisObject = Space.Host.ExecutingObject
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− | --get a reference to our object
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− | thisObjectText = thisObject.UIText
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− | --get a reference to the UIText component in our object
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− | Space.Log(thisObjectText.FlexibleHeight)
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− | --Prints the FlexibleHeight value of this UIText component to the console</pre>
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− | }}
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− | {{ScriptFunction|float|FlexibleWidth|{get;}|The extra relative width this UIText should be allocated if there is additional available space. (Used by the Layout system) |5=
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− | <pre>thisObject = Space.Host.ExecutingObject
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− | --get a reference to our object
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− | thisObjectText = thisObject.UIText
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− | --get a reference to the UIText component in our object
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− | Space.Log(thisObjectText.FlexibleWidth)
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− | --Prints the FlexibleWidth value of this UIText component to the console </pre>
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− | }}
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− | {{ScriptFunction|int|FontSize|{get;set;}|The size that the Font should render at.|5=
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− | <pre>
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− | thisObject = Space.Host.ExecutingObject
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− | --get a reference to our object
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− | thisObjectText = thisObject.UIText
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− | --get a reference to the UIText component in our object
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− | Space.Log(thisObjectText.FontSize)
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− | --Prints the Font Size value of this UIText component to the console
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− | thisObjectText.FontSize = 54
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− | --Sets the Font Size of this UIText component to 54
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− | </pre>
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− | }}
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− | {{ScriptFunction|int|LayoutPriority|{get;}|The layout priority of this UIText component.(Used by the Layout system.)|5=
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− | <pre>thisObject = Space.Host.ExecutingObject
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− | --get a reference to our object
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− | thisObjectText = thisObject.UIText
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− | --get a reference to the UIText component in our object
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− | Space.Log(thisObjectText.LayoutPriority)
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− | --Prints the LayoutPriority value of this UIText component to the console</pre>
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− | }}
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− | {{ScriptFunction|float|LineSpacing|{get;set;}|How much space will be in-between lines of text. This is a multiplier. The line spacing value set will be multiplied by the font's internal line spacing. A value of 1 will produce normal line spacing.|5=
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− | <pre>thisObject = Space.Host.ExecutingObject
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− | --get a reference to our object
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− | thisObjectText = thisObject.UIText
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− | --get a reference to the UIText component in our object
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− |
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− | Space.Log(thisObjectText.LineSpacing)
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− | --Prints the LineSpacing value of this UIText component to the console
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− |
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− | thisObjectText.LineSpacing = 2
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− | --This sets the LineSpacing value of this UIText component to 2.</pre>
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− | }}
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− | {{ScriptFunction|float|MinHeight|{get;}|The minimum height this UIText may be allocated.(Used by the Layout system).|5=
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− | <pre>thisObject = Space.Host.ExecutingObject
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− | --get a reference to our object
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− | thisObjectText = thisObject.UIText
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− | --get a reference to the UIText component in our object
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− |
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− | Space.Log(thisObjectText.MinHeight)
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− | --Prints the MinHeight value of this UIText component to the console</pre>
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− | }}
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− | {{ScriptFunction|float|MinWidth|{get;}|The minimum width this UIText may be allocated. (Used by the Layout system). |5=
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− | <pre>thisObject = Space.Host.ExecutingObject
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− | --get a reference to our object
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− | thisObjectText = thisObject.UIText
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− | --get a reference to the UIText component in our object
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− |
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− | Space.Log(thisObjectText.MinWidth)
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− | --Prints the MinWidth value of this UIText component to the console
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− | </pre>
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− | }}
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− | {{ScriptFunction|float|PixelsPerUnit|{get;}|Provides information about how fonts are scale to the screen.
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− | For dynamic fonts, the value is equivalent to the scale factor of the canvas. For non-dynamic fonts, the value is calculated from the requested text size and the size from the font.|5=
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− | <pre>
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− | thisObject = Space.Host.ExecutingObject
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− | --get a reference to our object
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− | thisObjectText = thisObject.UIText
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− | --get a reference to the UIText component in our object
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− | Space.Log(thisObjectText.PixelsPerUnit)
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− | --Prints the PixelsPerUnit value of this UIText component to the console</pre>
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− | }}
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− | {{ScriptFunction|float|PreferredHeight|{get;}|The preferred height this UIText should be allocated if there is sufficient space. (Used by the Layout system)|5=
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− | <pre>thisObject = Space.Host.ExecutingObject
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− | --get a reference to our object
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− | thisObjectText = thisObject.UIText
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− | --get a reference to the UIText component in our object
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− |
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− | Space.Log(thisObjectText.PreferredHeight)
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− | --Prints the PreferredHeight value of this UIText component to the console</pre>
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− | }}
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− | {{ScriptFunction|float|PreferredWidth|{get;}|The preferred width this UIText should be allocated if there is sufficient space. (Used by the Layout system)|5=
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− | <pre>thisObject = Space.Host.ExecutingObject
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− | thisObjectText = thisObject.UIText
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− |
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− | Space.Log(thisObjectText.PreferredWidth)</pre>
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− | }}
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− | {{ScriptFunction|bool|ResizeTextForBestFit|{get;set;}|Should the text be allowed to auto resized. |5=
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− | <pre> Space.Host.ExecutingObject.UIText.ResizeTextForBestFit = false </pre>
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− | }}
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− | {{ScriptFunction|int|ResizeTextMaxSize|{get;set;}|The maximum size the text is allowed to be. 1 is infinitely large.|5=
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− | <pre> Space.Host.ExecutingObject.UIText.ResizeTextMaxSize = 150</pre>
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− | }}
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− | {{ScriptFunction|int|ResizeTextMinSize|{get;set;}|The minimum size the text is allowed to be.
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− | |5=
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− | <pre>Space.Host.ExecutingObject.UIText.ResizeTextMinSize = 20</pre>
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− | }}
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− | {{ScriptFunction|bool|SupportRichText|{get;set;}| Whether this Text will support rich text. |5=
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− | <pre> Space.Host.ExecutingObject.UIText.SupportRichText = true </pre>
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− | }}
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− | {{ScriptFunction|string|Text|{get;set;}|The string value this Text displays.|5=
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− | <pre> Space.Host.ExecutingObject.UIText.Text = "Hello World!" </pre>
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− | }}
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− | {{Scripting Navbox}}
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