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Difference between revisions of "Scripting/SUISlider"

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{{ScriptFunction|float|Value|{ get;set; }|The current value of the slider.|5=<pre>Space.Log(Space.Host.ExecutingObject.UISlider.Value)
 
{{ScriptFunction|float|Value|{ get;set; }|The current value of the slider.|5=<pre>Space.Log(Space.Host.ExecutingObject.UISlider.Value)
 
--displays the current value of the slider in the console</pre>}}
 
--displays the current value of the slider in the console</pre>}}
{{ScriptFunction|bool|WholeNumbers|{ get;set; }|Should the value only be allowed to be whole numbers?|5=<pre>Space.Host.ExecutingObject.UISlider.WholeNumbers = true --or false</pre>}}
+
{{ScriptFunction|bool|WholeNumbers|{ get;set; }|Should the value only be allowed to be whole numbers?|5=<pre>Space.Host.ExecutingObject.UISlider.WholeNumbers = true --or false</pre>|6=<pre>--clicking this object will toggle a Sliders's Whole Numbers status
 +
 
 +
thisGameObject = Space.Host.ExecutingObject
 +
slider = Space.Host.GetReference("slider").UISlider
 +
--make sure to add this reference to the Scripting Runtime component
 +
 
 +
 
 +
OnClick = function()
 +
slider.WholeNumbers =  not slider.WholeNumbers
 +
end
 +
 
 +
 
 +
thisGameObject.AddClickable()
 +
thisGameObject.Clickable.OnClick(OnClick)</pre>}}
  
 
{{Scripting Navbox}}
 
{{Scripting Navbox}}

Revision as of 06:24, 13 October 2021

Members

OnValueChanged

void OnValueChanged (Closure callback);

Callback executed when the value of the slider is changed.

function valueChanged()
  
  Space.Log("value changed")
  
  end

Space.Host.ExecutingObject.UISlider.OnValueChanged(valueChanged)


--This script will make moving a slider control the Master Volume
--and also update a text field with the current Master Volume
--(example: custom UI)
--[You need to add the slider and text field as a reference]

slider = Space.Host.GetReference("Slider").UISlider
textField = Space.Host.GetReference("Text Field").UIText


OnValueChanged = function()
Space.UI.MasterVolume = slider.NormalizedValue * 100
textField.Text = Space.UI.MasterVolume
end

slider.OnValueChanged(OnValueChanged)


Properties

ColorMultiplier

float ColorMultiplier {get;set}

This multiplies the tint color for each transition by its value.

local slider=Space.Host.GetReference("Slider").UISlider
Space.Log(slider.ColorMultiplier)


Direction

Slider.Direction Direction { get;set; }

The direction of the slider (0 to 4). 0 Left To Right, 1 Right To Left, 2 Bottom To Top, 3 Top To Bottom

Space.Host.ExecutingObject.UISlider.Direction = 1


DisabledColor

SColor DisabledColor {get;set}

The color of the control when it is disabled.

local slider=Space.Host.GetReference("Slider").UISlider
Space.Log(slider.DisabledColor.ToString())


Enabled

bool Enabled { get;set; }

Whether this Slider component is Enabled or not

Space.Host.ExecutingObject.UISlider.Enabled = false  --or false


--clicking this object will toggle a Sliders's Enabled status

thisGameObject = Space.Host.ExecutingObject
slider = Space.Host.GetReference("slider").UISlider 
--make sure to add this reference to the Scripting Runtime component


OnClick = function()
slider.Enabled =  not slider.Enabled
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)

HighlightedColor

SColor HighlightedColor {get;set}

The color of the control when it is highlighted.

local slider=Space.Host.GetReference("Slider").UISlider
Space.Log(slider.HighlightedColor.ToString())


Interactable

bool Interactable { get;set;}

Use to enable or disable the ability to interact with the slider.

Space.Host.ExecutingObject.UISlider.Interactable = true


--clicking this object will toggle a Sliders's Interactable status

thisGameObject = Space.Host.ExecutingObject
slider = Space.Host.GetReference("slider").UISlider 
--make sure to add this reference to the Scripting Runtime component


OnClick = function()
slider.Interactable =  not slider.Interactable
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)

MaxValue

float MaxValue { get;set; }

The maximum allowed value of the slider.

Space.Host.ExecutingObject.UISlider.MaxValue = 20


MinValue

float MinValue { get;set; }

The minimum allowed value of the slider.

Space.Host.ExecutingObject.UISlider.MinValue = 10


NormalColor

SColor NormalColor {get;set}

The normal color.

local slider=Space.Host.GetReference("Slider").UISlider
Space.Log(slider.NormalColor.ToString())


NormalizedValue

float NormalizedValue { get;set; }

The current value of the slider normalized into a value between 0 and 1.

Space.Log(Space.Host.ExecutingObject.UISlider.NormalizedValue)
--displays the current normalized value of the slider in the console


--This script will make moving a slider control the Master Volume
--and also update a text field with the current Master Volume
--(example: custom UI)
--[You need to add the slider and text field as a reference]

slider = Space.Host.GetReference("Slider").UISlider
textField = Space.Host.GetReference("Text Field").UIText


OnValueChanged = function()
Space.UI.MasterVolume = slider.NormalizedValue * 100
textField.Text = Space.UI.MasterVolume
end

slider.OnValueChanged(OnValueChanged)

PressedColor

SColor PressedColor {get;set}

The color of the control when it is pressed.

local slider=Space.Host.GetReference("Slider").UISlider
Space.Log(slider.PressedColor.ToString())


Value

float Value { get;set; }

The current value of the slider.

Space.Log(Space.Host.ExecutingObject.UISlider.Value)
--displays the current value of the slider in the console


WholeNumbers

bool WholeNumbers { get;set; }

Should the value only be allowed to be whole numbers?

Space.Host.ExecutingObject.UISlider.WholeNumbers = true --or false


--clicking this object will toggle a Sliders's Whole Numbers status

thisGameObject = Space.Host.ExecutingObject
slider = Space.Host.GetReference("slider").UISlider 
--make sure to add this reference to the Scripting Runtime component


OnClick = function()
slider.WholeNumbers =  not slider.WholeNumbers
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)