class in UnityEngine.UI
/
Inherits from:EventSystems.UIBehaviour
Implements interfaces:IDeselectHandler, IEventSystemHandler, IMoveHandler, IPointerDownHandler, IPointerEnterHandler, IPointerExitHandler, IPointerUpHandler, ISelectHandler
Simple selectable object - derived from to create a selectable control.
| allSelectables | List of all the selectable objects currently active in the scene. |
| animationTriggers | The AnimationTriggers for this selectable object. |
| animator | Convenience function to get the Animator component on the GameObject. |
| colors | The ColorBlock for this selectable object. |
| image | Convenience function that converts the referenced Graphic to a Image, if possible. |
| interactable | UI.Selectable.interactable. |
| navigation | The Navigation setting for this selectable object. |
| spriteState | The SpriteState for this selectable object. |
| targetGraphic | Graphic that will be transitioned upon. |
| transition | The type of transition that will be applied to the targetGraphic when the state changes. |
| FindSelectable | Finds the selectable object next to this one. |
| FindSelectableOnDown | Find the selectable object below this one. |
| FindSelectableOnLeft | Find the selectable object to the left of this one. |
| FindSelectableOnRight | Find the selectable object to the right of this one. |
| FindSelectableOnUp | Find the selectable object above this one. |
| IsInteractable | UI.Selectable.IsInteractable. |
| OnDeselect | Unset selection and transition to appropriate state. |
| OnMove | Determine in which of the 4 move directions the next selectable object should be found. |
| OnPointerDown | Evaluate current state and transition to pressed state. |
| OnPointerEnter | Evaluate current state and transition to appropriate state. |
| OnPointerExit | Evaluate current state and transition to normal state. |
| OnPointerUp | Evaluate eventData and transition to appropriate state. |
| OnSelect | Set selection and transition to appropriate state. |
| Select | Selects this Selectable. |
| DoStateTransition | Transition the Selectable to the entered state. |
| InstantClearState | Clear any internal state from the Selectable (used when disabling). |
| IsHighlighted | Is the selectable currently 'highlighted'. |
| IsPressed | Whether the current selectable is being pressed. |
| OnDisable | See MonoBehaviour.OnDisable. |
| UpdateSelectionState | Internally update the selection state of the Selectable. |
| enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
| isActiveAndEnabled | Has the Behaviour had enabled called. |
| gameObject | The game object this component is attached to. A component is always attached to a game object. |
| tag | The tag of this game object. |
| transform | The Transform attached to this GameObject. |
| runInEditMode | Allow a specific instance of a MonoBehaviour to run in edit mode (only available in the editor). |
| useGUILayout | Disabling this lets you skip the GUI layout phase. |
| hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
| name | The name of the object. |
| BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
| CompareTag | Is this game object tagged with tag ? |
| GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. |
| GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
| GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
| GetComponents | Returns all components of Type type in the GameObject. |
| GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
| GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
| SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
| SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
| CancelInvoke | Cancels all Invoke calls on this MonoBehaviour. |
| Invoke | Invokes the method methodName in time seconds. |
| InvokeRepeating | Invokes the method methodName in time seconds, then repeatedly every repeatRate seconds. |
| IsInvoking | Is any invoke on methodName pending? |
| StartCoroutine | Starts a coroutine. |
| StopAllCoroutines | Stops all coroutines running on this behaviour. |
| StopCoroutine | Stops the first coroutine named methodName, or the coroutine stored in routine running on this behaviour. |
| GetInstanceID | Returns the instance id of the object. |
| ToString | Returns the name of the game object. |
| IsActive | Returns true if the GameObject and the Component are active. |
| IsDestroyed | Returns true if the native representation of the behaviour has been destroyed. |
| Awake | See MonoBehaviour.Awake. |
| OnBeforeTransformParentChanged | See MonoBehaviour.OnBeforeTransformParentChanged. |
| OnCanvasGroupChanged | See MonoBehaviour.OnCanvasGroupChanged. |
| OnCanvasHierarchyChanged | Called when the state of the parent Canvas is changed. |
| OnDestroy | See MonoBehaviour.OnDestroy. |
| OnDidApplyAnimationProperties | See LayoutGroup.OnDidApplyAnimationProperties. |
| OnEnable | See MonoBehaviour.OnEnable. |
| OnRectTransformDimensionsChange | This callback is called if an associated RectTransform has its dimensions changed. The call is also made to all child rect transforms, even if the child transform itself doesn't change - as it could have, depending on its anchoring. |
| OnTransformParentChanged | See MonoBehaviour.OnRectTransformParentChanged. |
| OnValidate | See MonoBehaviour.OnValidate. |
| Reset | See MonoBehaviour.Reset. |
| Start | See MonoBehaviour.Start. |
| Logs message to the Unity Console (identical to Debug.Log). | |
| Destroy | Removes a gameobject, component or asset. |
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
| DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
| FindObjectOfType | Returns the first active loaded object of Type type. |
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
| bool | Does the object exist? |
| operator != | Compares if two objects refer to a different object. |
| operator == | Compares two object references to see if they refer to the same object. |
| Awake | Awake is called when the script instance is being loaded. |
| FixedUpdate | This function is called every fixed framerate frame, if the MonoBehaviour is enabled. |
| LateUpdate | LateUpdate is called every frame, if the Behaviour is enabled. |
| OnAnimatorIK | Callback for setting up animation IK (inverse kinematics). |
| OnAnimatorMove | Callback for processing animation movements for modifying root motion. |
| OnApplicationFocus | Sent to all GameObjects when the player gets or loses focus. |
| OnApplicationPause | Sent to all GameObjects when the application pauses. |
| OnApplicationQuit | Sent to all game objects before the application is quit. |
| OnAudioFilterRead | If OnAudioFilterRead is implemented, Unity will insert a custom filter into the audio DSP chain. |
| OnBecameInvisible | OnBecameInvisible is called when the renderer is no longer visible by any camera. |
| OnBecameVisible | OnBecameVisible is called when the renderer became visible by any camera. |
| OnCollisionEnter | OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider. |
| OnCollisionEnter2D | Sent when an incoming collider makes contact with this object's collider (2D physics only). |
| OnCollisionExit | OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider. |
| OnCollisionExit2D | Sent when a collider on another object stops touching this object's collider (2D physics only). |
| OnCollisionStay | OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider. |
| OnCollisionStay2D | Sent each frame where a collider on another object is touching this object's collider (2D physics only). |
| OnConnectedToServer | Called on the client when you have successfully connected to a server. |
| OnControllerColliderHit | OnControllerColliderHit is called when the controller hits a collider while performing a Move. |
| OnDestroy | This function is called when the MonoBehaviour will be destroyed. |
| OnDisconnectedFromServer | Called on the client when the connection was lost or you disconnected from the server. |
| OnDrawGizmos | Implement OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn. |
| OnDrawGizmosSelected | Implement OnDrawGizmosSelected to draw a gizmo if the object is selected. |
| OnEnable | This function is called when the object becomes enabled and active. |
| OnFailedToConnect | Called on the client when a connection attempt fails for some reason. |
| OnFailedToConnectToMasterServer | Called on clients or servers when there is a problem connecting to the MasterServer. |
| OnGUI | OnGUI is called for rendering and handling GUI events. |
| OnJointBreak | Called when a joint attached to the same game object broke. |
| OnJointBreak2D | Called when a Joint2D attached to the same game object breaks. |
| OnMasterServerEvent | Called on clients or servers when reporting events from the MasterServer. |
| OnMouseDown | OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider. |
| OnMouseDrag | OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse. |
| OnMouseEnter | Called when the mouse enters the GUIElement or Collider. |
| OnMouseExit | Called when the mouse is not any longer over the GUIElement or Collider. |
| OnMouseOver | Called every frame while the mouse is over the GUIElement or Collider. |
| OnMouseUp | OnMouseUp is called when the user has released the mouse button. |
| OnMouseUpAsButton | OnMouseUpAsButton is only called when the mouse is released over the same GUIElement or Collider as it was pressed. |
| OnNetworkInstantiate | Called on objects which have been network instantiated with Network.Instantiate. |
| OnParticleCollision | OnParticleCollision is called when a particle hits a Collider. |
| OnParticleTrigger | OnParticleTrigger is called when any particles in a particle system meet the conditions in the trigger module. |
| OnPlayerConnected | Called on the server whenever a new player has successfully connected. |
| OnPlayerDisconnected | Called on the server whenever a player disconnected from the server. |
| OnPostRender | OnPostRender is called after a camera finished rendering the scene. |
| OnPreCull | OnPreCull is called before a camera culls the scene. |
| OnPreRender | OnPreRender is called before a camera starts rendering the scene. |
| OnRenderImage | OnRenderImage is called after all rendering is complete to render image. |
| OnRenderObject | OnRenderObject is called after camera has rendered the scene. |
| OnSerializeNetworkView | Used to customize synchronization of variables in a script watched by a network view. |
| OnServerInitialized | Called on the server whenever a Network.InitializeServer was invoked and has completed. |
| OnTransformChildrenChanged | This function is called when the list of children of the transform of the GameObject has changed. |
| OnTransformParentChanged | This function is called when the parent property of the transform of the GameObject has changed. |
| OnTriggerEnter | OnTriggerEnter is called when the Collider other enters the trigger. |
| OnTriggerEnter2D | Sent when another object enters a trigger collider attached to this object (2D physics only). |
| OnTriggerExit | OnTriggerExit is called when the Collider other has stopped touching the trigger. |
| OnTriggerExit2D | Sent when another object leaves a trigger collider attached to this object (2D physics only). |
| OnTriggerStay | OnTriggerStay is called once per physics update for every Collider other that is touching the trigger. |
| OnTriggerStay2D | Sent each frame where another object is within a trigger collider attached to this object (2D physics only). |
| OnValidate | This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only). |
| OnWillRenderObject | OnWillRenderObject is called for each camera if the object is visible. |
| Reset | Reset to default values. |
| Start | Start is called on the frame when a script is enabled just before any of the Update methods is called the first time. |
| Update | Update is called every frame, if the MonoBehaviour is enabled. |