SUIImage

Index

Properties Index

Property Name

Properties

Color

SColor Color get set

Default Color of UIImage

Space.Host.ExecutingObject.UIImage.Color= Color.Red

Sprite

SResource Sprite get set

The sprite that is used to render this image.

Space.Host.ExecutingObject.UIImage.Sprite = Space.GetResource("resource name")

PreserveAspect

bool PreserveAspect get set

Whether this image should preserve its Sprite aspect ratio.

Space.Host.ExecutingObject.UIImage.PreserveAspect = true 

FillCenter

bool FillCenter get set

Whether or not to render the center

Space.Host.ExecutingObject.UIImage.FillCenter = true

FillAmount

float FillAmount get set

Amount of the Image shown

Space.Host.ExecutingObject.UIImage.FillAmount = 0.5

FillClockwise

bool FillClockwise get set

Whether the Image should be filled clockwise (true) or counter-clockwise (false).

Space.Host.ExecutingObject.UIImage.FillClockwise = true

FillOrigin

int FillOrigin get set

Controls the origin point of the Fill process.

Space.Host.ExecutingObject.UIImage.FillOrigin = 0

AlphaHitTestMinimumThreshold

float AlphaHitTestMinimumThreshold get set

The alpha threshold specifies the minimum alpha a pixel must have for the event to considered a "hit" on the Image. Alpha values less than the threshold will cause raycast events to pass through the Image. An value of 1 would cause only fully opaque pixels to register raycast events on the Image. The alpha tested is retrieved from the image sprite only, while the alpha of the Image Graphic.color is disregarded.

alphaHitTestMinimumThreshold defaults to 0; all raycast events inside the Image rectangle are considered a hit. In order for greater than 0 to values to work, the sprite used by the Image must have readable pixels. This can be achieved by enabling Read/Write enabled in the advanced Texture Import Settings for the sprite and disabling atlassing for the sprite.

Space.Host.ExecutingObject.UIImage.AlphaHitTestMinimumThreshold =  0

HasBorder

bool HasBorder get

True if the sprite used has borders.

imgHasBorder = Space.Host.ExecutingObject.UIImage.HasBorder 

PixelsPerUnit

float PixelsPerUnit get

Provides information about how fonts are scale to the screen.

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.

ppUnit = Space.Host.ExecutingObject.UIImage.PixelsPerUnit

Material

SMaterial Material get set

The specified Material used by this Image. The default Material is used instead if one wasn't specified.

Space.Host.ExecutingObject.UIImage.Material = Space.GetResource("resource name").AsMaterial

MinWidth

float MinWidth get

The minimum width this UIImage may be allocated. (Used by the Layout system).

minWidth = Space.Host.ExecutingObject.UIImage.MinWidth

PreferredWidth

float PreferredWidth get

The preferred width this UIImage should be allocated if there is sufficient space. (Used by the Layout system)

prefWidth = Space.Host.ExecutingObject.UIImage.PreferredWidth

FlexibleWidth

float FlexibleWidth get

The extra relative width this UIImage should be allocated if there is additional available space. (Used by the Layout system)

flexWidth = Space.Host.ExecutingObject.UIImage.FlexibleWidth

MinHeight

float MinHeight get

The minimum height this UIImage may be allocated.(Used by the Layout system).

minHeight = Space.Host.ExecutingObject.UIImage.MinHeight

PreferredHeight

float PreferredHeight get

The preferred height this UIImage should be allocated if there is sufficient space. (Used by the Layout system)

prefHeight = Space.Host.ExecutingObject.UIImage.PreferredHeight

FlexibleHeight

float FlexibleHeight get

The extra relative height this UIImage should be allocated if there is additional available space. (Used by the Layout system)

flexHeight = Space.Host.ExecutingObject.UIImage.FlexibleHeight

LayoutPriority

int LayoutPriority get

The layout priority of this UIText component.(Used by the Layout system.)

layoutPrio = Space.Host.ExecutingObject.UIImage.LayoutPriority

GameObject

SGameObject GameObject get

Property Description

theGameObject = Space.Host.ExecutingObject.UIImage.GameObject

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