『uGUIではじめるUnity UIデザインの教科書』特典PDF【非売品】

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2 Canvas CanvasScaler CanvasRenderer CanvasGroup RectTransform RectTransformUtility EventSystem StandaloneInputModule TouchInputModule GraphicRaycaster PhysicsRaycaster Physics2DRaycaster Image RawImage Text Selectable Button Toggle ToggleGroup Slider Scrollbar ScrollRect InputField

3 Canvas : UnityEngine : Behaviour : int cachedsortinglayervalue sortinglayerid bool isrootcanvas bool overridepixelperfect bool overridesorting bool pixelperfect Rect pixelrect truepixelperfect true true UI rendermodescreenspaceoverlay ScreenSpaceCamera rendermode ScreenSpaceOverlay WorldSpace Pixel Perfect float planedistance Plane Distance float referencepixelsperunit 1 RenderMode rendermode Render Mode int renderorder float scalefactor UI CanvasScaler.scaleFactor int sortinglayerid ID Sorting Layer string sortinglayername Sorting Layer int sortingorder Sort OrderOrder in Layer Camera worldcamera Render CameraEvent Camera static public static void ForceUpdateCanvases() public static Material GetDefaultCanvasMaterial() public static Material GetDefaultCanvasTextMaterial()

4 CanvasScaler : UnityEngine.UI : EventSystems.UIBehaviour : 215 float defaultspritedpi float dynamicpixelsperunit Pixels Per UnitreferencePixelsPerUnit 1 1 Default Sprite DPI Dynamic Pixels Per Unit float fallbackscreendpi DPIDPI Fallback Screen DPI float matchwidthorheight CanvasScaler.Unit physicalunit screenmatchmode MatchWidthOrHeight UI Match Physical Unit float referencepixelsperunit 1 Reference Pixels Per Unit Vector2 referenceresolution UI Reference Resolution float scalefactor UI Scale Factor CanvasScaler. ScreenMatchMode screenmatchmode CanvasScaler.ScaleMode uiscalemode UI Screen Match Mode Ui Scale Mode protected protected virtual void Handle() rendermodeuiscalemode Handle() protected virtual void HandleConstantPhysicalSize() uiscalemode ConstantPhysicalSize protected virtual void HandleConstantPixelSize() uiscalemode ConstantPixelSize protected virtual void HandleScaleWithScreenSize() uiscalemode ScaleWithScreenSize protected virtual void HandleWorldCanvas() rendermode WorldSpace protected void SetReferencePixelsPerUnit(float referencepixelsperunit) 1referencePixelsPerUnit

5 protected void SetScaleFactor(float scalefactor) scalefactor CanvasRenderer : UnityEngine : Component : int absolutedepth bool ismask Mask true int relativedepth public public void Clear() public float GetAlpha() public Color GetColor() public Material GetMaterial() public void SetAlpha(float alpha) public void SetColor(Color color) public void SetMaterial(Material material, Texture texture) MainTex

6 public void SetVertices(UIVertex[] vertices, int size) public void SetVertices(List<UIVertex> vertices) CanvasGroup : UnityEngine : Component, ICanvasRaycastFilter : float alpha Alpha bool blocksraycasts bool ignoreparentgroups bool interactable UI UI Blocks Raycasts Ignore Parent Groups Interactable RectTransform : UnityEngine : Transform : Vector2 anchoredposition Vector3 anchoredposition3d UI UI3D Pos XPos Y Pos XPos YPos Z Vector2 anchormax Anchors Max Vector2 anchormin Anchors Min Vector2 offsetmax Vector2 offsetmin Rect TransformUI Rect TransformUI Vector2 pivot Pivot Rect rect Rect Vector2 sizedelta UI RightTop LeftBottom WidthHeight

7 public public void GetLocalCorners(Vector3[] fourcornersarray) Rect Transform4 public void GetWorldCorners(Vector3[] fourcornersarray) Rect Transform4 public void SetInsetAndSizeFromParentEdge(RectTransform.Edge edge, float inset, float size) edgeinsetsize anchorminanchormaxanchoredpositionsizedelta public void SetSizeWithCurrentAnchors(RectTransform.Axis axis, float size) axis RectTransformUtility : UnityEngine : 643 static public static Bounds CalculateRelativeRectTransformBounds(Transform trans) Rect TransformBoundsBounds public static Bounds CalculateRelativeRectTransformBounds(Transform root, Transform child) childrect TransformBounds Boundsroot public static void FlipLayoutAxes(RectTransform rect, bool keeppositioning, bool recursive) Rect Transform keeppositioningtruerect Transform falserecursivetrue public static void FlipLayoutOnAxis(RectTransform rect, int axis, bool keeppositioning, bool recursive) Rect Transformaxis keeppositioningtruerect Transform falserecursivetrue public static Vector2 PixelAdjustPoint(Vector2 point, Transform elementtransform, Canvas canvas)

8 public static Rect PixelAdjustRect(RectTransform recttransform, Canvas canvas) Rect TransformRect public static bool RectangleContainsScreenPoint(RectTransform rect, Vector2 screenpoint, Camera cam) Rect Transform public static bool ScreenPointToLocalPointInRectangle(RectTransform rect, Vector2 screenpoint, Camera cam, out Vector2 localpoint) Rect Transform Rect TransformfalseScreen Space OverlayRect Transformcamnull public static Ray ScreenPointToRay(Camera cam, Vector2 screenpos) public static bool ScreenPointToWorldPointInRectangle(RectTransform rect, Vector2 screenpoint, Camera cam, out Vector3 worldpoint) Rect Transform Rect TransformfalseScreen Space OverlayRect Transformcamnull public static Vector2 WorldToScreenPoint(Camera cam, Vector3 worldpoint) EventSystem : UnityEngine.EventSystems : UIBehaviour : static EventSystem current bool alreadyselecting BaseInputModule currentinputmodule true

9 GameObject currentselectedgameobject GameObject firstselectedgameobject First Selected int pixeldragthreshold Drag Threshold bool sendnavigationevents public public bool IsPointerOverGameObject() public bool IsPointerOverGameObject(int pointerid) true Send Navigation Events public void RaycastAll(PointerEventData eventdata, List<RaycastResult> raycastresults) public void SetSelectedGameObject(GameObject selected) public void SetSelectedGameObject(GameObject selected, BaseEventData pointer) OnDeselect OnSelect public void UpdateModules() StandaloneInputModule : UnityEngine.EventSystems : PointerInputModule : 234 bool allowactivationonmobiledevice true Inspector Allow Activation On Mobile Device string cancelbutton Cancel Button string horizontalaxis Horizontal Axis float inputactionspersecond 1 Input Actions Per Second float repeatdelay Repeat Delay string submitbutton Submit Button string verticalaxis Vertical Axis

10 public public override void ActivateModule() public override void DeactivateModule() public override bool IsModuleSupported() public override void Process() Update UpdateModule public override bool ShouldActivateModule() public override void UpdateModule() Update TouchInputModule : UnityEngine.EventSystems : PointerInputModule : 234 bool allowactivationonstandalone true Allow Activation On Standalone public StandaloneInputModule

11 GraphicRaycaster : UnityEngine.UI : BaseRaycaster : 216 GraphicRaycaster. BlockingObjects blockingobjects Camera eventcamera Blocking Objects bool ignorereversedgraphics true Ignore Reversed Graphics int renderorderpriority int sortorderpriority public public void Raycast(PointerEventData eventdata, List<RaycastResult> resultappendlist) PhysicsRaycaster : UnityEngine.EventSystems : BaseRaycaster : 235 int depth Camera eventcamera LayerMask eventmask int finaleventmask int sortorderpriority eventmaskand public public override void Raycast(PointerEventData eventdata, List<RaycastResult> resultappendlist)

12 Physics2DRaycaster : UnityEngine.EventSystems : PhysicsRaycaster : 235 Physics2DRaycasterPhysicsRaycasterPhysicsRaycaster Image : UnityEngine.UI : MaskableGraphic, ICanvasRaycastFilter, ISerializationCallbackReceiver, ILayoutElement : float eventalphathreshold float fillamount bool fillcenter bool fillclockwise Image.FillMethod fillmethod int fillorigin bool hasborder 1.0 type Filled true typesliced Filled typefilled fillmethodradial90radial180radial360 type Filled type Filled fillmethod Image. OriginHorizontalImage.OriginVerticalImage.Origin90 Image.Origin180Image.Origin360enum Texture maintexture Sprite overridesprite null sprite float pixelsperunit 1 Fill Amount Fill Center Clockwise Fill Method Fill Origin bool preserveaspect true Preserve Aspect Ratio Sprite sprite Source Image Image.Type type Image Type Camera worldcamera Render CameraEvent Camera

13 public public override void SetNativeSize() RawImage : UnityEngine.UI : MaskableGraphic : Chapter 6 P.316 Texture maintexture Texture texture Texture Rect uvrect UV Rect public public override void SetNativeSize() Text : UnityEngine.UI : MaskableGraphic, ILayoutElement : TextAnchor alignment Alignment TextGenerator cachedtextgenerator TextGenerator cachedtextgeneratorforlayout Material defaultmaterial TextGenerator TextGenerator Font font Font int fontsize Font Size FontStyle fontstyle Font Style HorizontalWrapMode horizontaloverflow Horizontal Overflow float linespacing Line Spacing

14 Texture maintexture float pixelsperunit 1 bool resizetextforbestfit int resizetextmaxsize int resizetextminsize bool supportrichtext true resizetextforbestfit true resizetextforbestfit true truetext string text Text VerticalWrapMode verticaloverflow Best Fit Max Size Min Size Rich Text Vertical Overflow static public static Vector2 GetTextAnchorPivot(TextAnchor anchor) TextAnchoralignment public public TextGenerationSettings GetGenerationSettings(Vector2 extents) TextGenerationSettings Selectable : UnityEngine.UI : UIBehaviour, IEventSystemHandler, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler, IPointerUpHandler, ISelectHandler, IDeselectHandler, IMoveHandler : AnimationTriggers animationtriggers Animator animator ColorBlock colors Image image transition Animation Animator transition ColorTint transitioncolortintspriteswap targetgraphic Normal TriggerHighlighted TriggerPressed Trigger Disabled Trigger Normal ColorHighlighted ColorPressed Color Disabled Color Target Graphic bool interactable UI Interactable Navigation navigation UINavigation Navigation SpriteState spritestate transition SpriteSwap Highlighted SpritePressed SpriteDisabled Sprite

15 Graphic targetgraphic Selectable.Transition transition transitioncolortintspriteswap UITransition Target Graphic Transition public public Selectable FindSelectable(Vector3 dir) dir public virtual Selectable FindSelectableOnDown() public virtual Selectable FindSelectableOnLeft() public virtual Selectable FindSelectableOnRight() public virtual Selectable FindSelectableOnUp() public virtual bool IsInteractable() UI public virtual void Select() Button : UnityEngine.UI : Selectable, IEventSystemHandler, IPointerClickHandler, ISubmitHandler : Button.ButtonClickedEvent onclick

16 Toggle : UnityEngine.UI : Selectable, IEventSystemHandler, IPointerClickHandler, ISubmitHandler, ICanvasElement : Graphic graphic Graphic Toggle.ToggleEvent onvaluechanged Toggle.ToggleTransition toggletransition Toggle Transition ToggleGroup group ToggleGroup Group bool ison Is On ToggleGroup : UnityEngine.UI : UIBehaviour : bool allowswitchoff true Allow Switch Off Slider : UnityEngine.UI : Selectable, IEventSystemHandler, IInitializePotentialDragHandler, IDragHandler, ICanvasElement : Slider.Direction direction Direction RectTransform fillrect Rect Transform Fill Rect RectTransform handlerect Rect Transform Handle Rect

17 float maxvalue Max Value float minvalue Min Value float normalizedvalue Slider.SliderEvent onvaluechanged float value Value bool wholenumbers true Whole Numbers public public void SetDirection(Slider.Direction direction, bool includerectlayouts) includerectlayoutstrue Scrollbar : UnityEngine.UI : Selectable, IEventSystemHandler, IBeginDragHandler, IInitializePotentialDragHandler, IDragHandler, ICanvasElement : Scrollbar.Direction direction Direction RectTransform handlerect Rect Transform Handle Rect int numberofsteps Number Of Steps Scrollbar.ScrollEvent onvaluechanged float size Size float value Value public public void SetDirection(Scrollbar.Direction direction, bool includerectlayouts) includerectlayoutstrue ScrollRect : UnityEngine.UI : UIBehaviour, IEventSystemHandler, IBeginDragHandler, IInitializePotentialDragHandler, IDragHandler, IEndDragHandler, IScrollHandler, ICanvasElement :

18 RectTransform content Rect Transform Content float decelerationrate float elasticity inertia true movementtypeelastic Deceleration Rate Elasticity bool horizontal Horizontal float horizontalnormalizedposition Scrollbar horizontalscrollbar Horizontal Scrollbar bool inertia true Inertia ScrollRect.MovementType movementtype Vector2 normalizedposition ScrollRect.ScrollRectEvent onvaluechanged float scrollsensitivity (0.0, 0.0)(1.0, 1.0) Vector2 velocity bool vertical Vertical float verticalnormalizedposition Movement Type Scroll Sensitivity Scrollbar verticalscrollbar Vertical Scrollbar public public virtual void StopMovement() ScrollRect InputField : UnityEngine.UI : Selectable, IEventSystemHandler, IPointerClickHandler, IBeginDragHandler, IDragHandler, IEndDragHandler, IUpdateSelectedHandler, ISubmitHandler, ICanvasElement : char asteriskchar inputtypepassword float caretblinkrate Caret Blink Rate int caretposition int characterlimit Character Limit InputField. CharacterValidation charactervalidation Character Validation

19 InputField.ContentType contenttype InputField.InputType inputtype bool isfocused TouchScreenKeyboardType keyboardtype Content Type Input Type Keyboard Type InputField.LineType linetype Line Type bool multiline InputField.SubmitEvent onendedit InputField.OnValidateInput onvalidateinput InputField.OnChangeEvent onvaluechange Graphic placeholder linetypemultilinesubmit MultiLineNewlinetrue int selectionanchorposition Placeholder Color selectioncolor Selection Color int selectionfocusposition bool shouldhidemobileinput true string text Text Hide Mobile Input Text textcomponent Text Component bool wascanceled public public void ActivateInputField() public void DeactivateInputField() public void MoveTextEnd(bool shift) shifttrueselectionanchorposition selectionfocusposition public void MoveTextStart(bool shift) shifttrueselectionanchorposition selectionfocusposition public Vector2 ScreenToLocal(Vector2 screen)

20 ugui U nity U I Unity 5

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