SUILayout

Index

Properties Index

Property Name

Properties

Enabled

bool Enabled get set

Is this UI layout component Enabled?

Space.Host.ExecutingObject.UILayout.Enabled = false
--clicking this object will toggle a Layout's Enabled status

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


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


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

PaddingLeft

int PaddingLeft get set

Space reserved for the left edge of the padding during the layout phase.

Space.Host.ExecutingObject.UILayout.PaddingLeft= 2

PaddingRight

int PaddingRight get set

Space reserved for the right edge of the padding during the layout phase.

Space.Host.ExecutingObject.UILayout.PaddingRight= 2

PaddingTop

int PaddingTop get set

Space reserved for the top edge of the padding during the layout phase.

Space.Host.ExecutingObject.UILayout.PaddingTop= 2

PaddingBottom

int PaddingBottom get set

Space reserved for the bottom edge of the padding during the layout phase.

Space.Host.ExecutingObject.UILayout.PaddingBottom= 2

ChildAlignment

string ChildAlignment get set

Property Description

Space.Host.ExecutingObject.UILayout.ChildAlignment = "1"

Spacing

float Spacing get set

The spacing to use between layout elements in the layout group.

Space.Host.ExecutingObject.UILayout.Spacing= 2

ChildControlHeight

bool ChildControlHeight get set

Returns true if the Layout Group controls the heights of its children. Returns false if children control their own heights.

If set to false, the layout group will only affect the positions of the children while leaving the heights untouched. The heights of the children can be set via the respective RectTransforms in this case.

If set to true, the heights of the children are automatically driven by the layout group according to their respective minimum, preferred, and flexible heights. This is useful if the heights of the children should change depending on how much space is available. In this case the height of each child cannot be set manually in the RectTransform, but the minimum, preferred and flexible height for each child can be controlled by adding a LayoutElement component to it.

Space.Host.ExecutingObject.UILayout.ChildControlHeight= true

ChildControlWidth

bool ChildControlWidth get set

Returns true if the Layout Group controls the widths of its children. Returns false if children control their own widths.

If set to false, the layout group will only affect the positions of the children while leaving the widths untouched. The widths of the children can be set via the respective RectTransforms in this case.

If set to true, the widths of the children are automatically driven by the layout group according to their respective minimum, preferred, and flexible widths. This is useful if the widths of the children should change depending on how much space is available. In this case the width of each child cannot be set manually in the RectTransform, but the minimum, preferred and flexible width for each child can be controlled by adding a LayoutElement component to it.

Space.Host.ExecutingObject.UILayout.ChildControlWidth= false

ChildForceExpandHeight

bool ChildForceExpandHeight get set

Whether to force the children to expand to fill additional available vertical space.

Space.Host.ExecutingObject.UILayout.ChildForceExpandHeight= false

ChildForceExpandWidth

bool ChildForceExpandWidth get set

Whether to force the children to expand to fill additional available horizontal space.

Space.Host.ExecutingObject.UILayout.ChildForceExpandWidth= false

GridCellSize

SVector GridCellSize get set

The size to use for each cell in the grid.

Space.Host.ExecutingObject.UILayout.GridCellSize= Vector.New(1,1,0)

GridSpacing

SVector GridSpacing get set

The spacing to use between layout elements in the grid.

Space.Host.ExecutingObject.UILayout.GridSpacing= Vector.New(1,1,0)

GridConstraintCount

int GridConstraintCount get set

How many cells there should be along the constrained axis.

Space.Host.ExecutingObject.UILayout.GridConstraintCount= 2

GridConstraint

string GridConstraint get set

Property Description

Space.Host.ExecutingObject.UILayout.GridConstraint = 1

GameObject

SGameObject GameObject get

Property Description

theGameObject = Space.Host.ExecutingObject.UILayout.GridConstraint

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