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thisObject.OnUpdate(OnUpdate)</pre>}} | thisObject.OnUpdate(OnUpdate)</pre>}} | ||
− | {{ScriptFunction| | + | {{ScriptFunction|float|Distance|{ get; }|Returns the distance of the Raycast result|5=<pre>Result = Distance = Space.UI.Raycast().Distance</pre>|6=<pre></pre>}} |
− | {{ScriptFunction| | + | |
− | {{ScriptFunction| | + | {{ScriptFunction|float|Index|{ get;}|Returns the Distance of the Raycast result|5=<pre>Index= Space.UI.Raycast().Index</pre>|6=<pre></pre>}} |
− | {{ScriptFunction| | + | |
− | {{ScriptFunction| | + | {{ScriptFunction|int|Depth|{ get; }|Returns the Depth of the Raycast result|5=<pre>Depth= Space.UI.Raycast().Depth</pre>|6=<pre></pre>}} |
− | {{ScriptFunction| | + | |
− | {{ScriptFunction| | + | {{ScriptFunction|int|SortingLayer|{ get; }|Returns the Sorting Layer of the Raycast result|5=<pre>SortingLayer= Space.UI.Raycast().SortingLayer</pre>|6=<pre></pre>}} |
− | {{ScriptFunction| | + | |
− | {{ScriptFunction| | + | {{ScriptFunction|int|SortingOrder|{ get; }|Returns the Sorting Order of the Raycast result|5=<pre>SortingOrder= Space.UI.Raycast().SortingOrder</pre>|6=<pre></pre>}} |
− | {{ScriptFunction| | + | |
+ | {{ScriptFunction|SVector|WorldPosition|{ get;}|Returns the World Position vector of the Raycast result|5=<pre>WorldPosition= Space.UI.Raycast().WorldPosition</pre>|6=<pre></pre>}} | ||
+ | |||
+ | {{ScriptFunction|SVector|WorldNormal|{ get; }|Returns the World Normal vector of the Raycast result|5=<pre>WorldNormal= Space.UI.Raycast().WorldNormal</pre>|6=<pre></pre>}} | ||
+ | |||
+ | {{ScriptFunction|SVector|ScreenPosition|{ get; }|Returns the Screen Position vector of the Raycast result|5=<pre>ScreenPosition= Space.UI.Raycast().ScreenPosition</pre>|6=<pre></pre>}} | ||
+ | |||
+ | {{ScriptFunction|SGameObject|GameObject|{ get; }|Returns a reference to the GameObject of the Raycast result|5=<pre>GameObject= Space.UI.Raycast().GameObject</pre>|6=<pre></pre>}} | ||
+ | |||
+ | {{ScriptFunction|bool|IsValid|{ get; }|Returns whether the Raycast hit a valid UI Raycast target. This will be true if the Raycast hits an element on Sinespace's UI|5=<pre>IsValid= Space.UI.Raycast().IsValid</pre>|6=<pre></pre>}} | ||
{{Scripting Navbox}} | {{Scripting Navbox}} |
Definition
Converts all the properties of this UIRaycastResult into a string
Result = Space.UI.Raycast().ToString()
--This script will update a UIText element with the result of a UIRaycast whenever... --the player clicks on a Sinespace UI element thisObject = Space.Host.ExecutingObject uiText = Space.Host.GetReference("text").UIText --Add this object with UIText component as reference in Scripting Runtime OnUpdate = function() if Space.Input.GetMouseDown(0) == true then result = Space.UI.Raycast() if result.IsValid then uiText = result.ToString() end end end thisObject.OnUpdate(OnUpdate)
Returns the distance of the Raycast result
Result = Distance = Space.UI.Raycast().Distance
Returns the Distance of the Raycast result
Index= Space.UI.Raycast().Index
Returns the Depth of the Raycast result
Depth= Space.UI.Raycast().Depth
Returns the Sorting Layer of the Raycast result
SortingLayer= Space.UI.Raycast().SortingLayer
Returns the Sorting Order of the Raycast result
SortingOrder= Space.UI.Raycast().SortingOrder
Returns the World Position vector of the Raycast result
WorldPosition= Space.UI.Raycast().WorldPosition
Returns the World Normal vector of the Raycast result
WorldNormal= Space.UI.Raycast().WorldNormal
Returns the Screen Position vector of the Raycast result
ScreenPosition= Space.UI.Raycast().ScreenPosition
Returns a reference to the GameObject of the Raycast result
GameObject= Space.UI.Raycast().GameObject
Returns whether the Raycast hit a valid UI Raycast target. This will be true if the Raycast hits an element on Sinespace's UI
IsValid= Space.UI.Raycast().IsValid
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