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Scripting/SUIText

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Revision as of 12:33, 9 December 2020 by Voidtech (Talk | contribs) (Added simple example to SUIText.AlignByGeometry)

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The SUIText class provides tools to work with the SUIText component, which is a component responsible for displaying text

Properties

AlignByGeometry

bool AlignByGeometry {get;set;}

Use the range of glyph geometry to perform horizontal alignment.


thisObject = Space.Host.ExecutingObject
 --get a reference to our object
thisObjectText = thisObject.UIText
 --get a reference to the SUIText component in our object 

Space.Log(thisObjectText.AlignByGeometry)
--This will return "true" or "false"  to your debugger console
--telling you if the Align By Geometry feature is on or not (false by default)


thisObjectText.AlignByGeometry = true
--This enables the Align By Geometry feature

Space.Log(thisObjectText.AlignByGeometry)
--This will return "true" to your debugger console

thisObjectText.AlignByGeometry = false
--This disables the Align By Geometry feature

Space.Log(thisObjectText.AlignByGeometry)
--This will return "true" to your debugger console


Color

SColor Color {get;set;}

Base color of the Graphic.

--This script dynamically changes the text's color of a GameObject with UIText component.
--For example in a text sign over your shop that you want to make more visually stand out
--or perhaps text decoration during a celebration or a text element in your User Interface or HUD.

thisObject = Space.Host.ExecutingObject
 --get a reference to our object
thisObjectText = thisObject.UIText
 --get a reference to the SUIText component in our object 
colors = {Color.Red, Color.Black, Color.White, Color.Blue, Color.Green, Color.Yellow}
 --here we are holding 6 predefined colors in a Lua Table which we will go through


function ColorChanger()

    while true do
    --infinite loop
    
        for i=1,#colors do
        --For Loop to cycle through all the table items
        thisObjectText.color = colors[i] 
        --this will set the color based on which item in the table we are now at
        coroutine.yield(0.1)
        --this will pause for a tenth of a second before we change to the next color
        end

    end
end

thisObjectText.color = Color.Red 
--this is how to set text color using one of the predefined colors in the SColor class.
thisObjectText.color = Color.New(0,0,0,1)
--this sets our text color to Black (RGB 000) but also Alpha to 1 (meaning fully opaque, not transparent)

colorOfThisObject = thisObjectText.color
thisObjectText.color = colorOfThisObject
--The color property also allows you to "get" it, not only "set" it, meaning you can get
--your text's current color and save it. In this case, the color of your text wouldn't change.

--The last 4 lines of code above are not important to this color changing script, it's just extra information for you.

Space.Host.StartCoroutine(ColorChanger) 
--this coroutine will now call our ColorChanger() function which is infinitely changing our text colors between a select range. 


Enabled

bool Enabled {get;set;}

Enabled Behaviours are Updated, disabled Behaviours are not.




FlexibleHeight

float FlexibleHeight {get;}

Called by the layout system.



FlexibleWidth

float FlexibleWidth {get;}

Called by the layout system.



FontSize

int FontSize {get;set;}

The size that the Font should render at.



LayoutPriority

int LayoutPriority {get;}

Called by the layout system.



LineSpacing

float LineSpacing {get;set;}

Line spacing, specified as a factor of font line height. A value of 1 will produce normal line spacing.



MinHeight

float MinHeight {get;}

Called by the layout system.



MinWidth

float MinWidth {get;}

Called by the layout system.



PixelsPerUnit

float PixelsPerUnit {get;}

Provides information about how fonts are scale to the screen.


PreferredHeight

float PreferredHeight {get;}

Called by the layout system.



PreferredWidth

float PreferredWidth {get;}

Called by the layout system.



ResizeTextForBestFit

bool ResizeTextForBestFit {get;set;}

Should the text be allowed to auto resized.




ResizeTextMaxSize

int ResizeTextMaxSize {get;set;}

No documentation


ResizeTextMinSize

int ResizeTextMinSize {get;set;}

The minimum size the text is allowed to be.



SupportRichText

bool SupportRichText {get;set;}

Whether this Text will support rich text.




Text

string Text {get;set;}

The string value this Text displays.