IGui: Contains functions for and data manipluating Gui objects.
G.Inventory.Show();
G.HoverText.Hide();
G.Prompt.Script.Show("Are you sure you want to quit?","Yes","No", ()=>Application.Quit());
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string | ScriptName [get] |
| The name used in scripts. More...
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MonoBehaviour | Instance [get] |
| Access to the actual game object component in the scene. More...
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bool | Visible [get, set] |
| Gets or sets whether the object is visible. More...
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bool | Clickable [get, set] |
| Gets or Sets whether clicking on the object triggers an event. Can be set false to have a gui visible but not clickable. More...
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bool | HasFocus [get] |
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bool | Modal [get, set] |
| Gets or Sets whether this gui blocks clicks behind it. More...
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bool | PauseGame [get, set] |
| Whether gameplay is paused while the gui is visible. More...
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Vector2 | Position [get, set] |
| The location of the gui. Note that if gui is aligned to screen, changing this won't have an effect. More...
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float | Baseline [get, set] |
| Gets or sets the baseline used for sorting. Just like with hotspots/charcters, LOWER is in-front (eg: -4 is in-front of 6) More...
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string | Cursor [get, set] |
| Sets a cursor to show when hovering over the gui's hotspot (or anywhere if its a modal gui). Can be overriden by specific controls. More...
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Gui | Data [get] |
| PowerQuest internal function: Access to the base class with extra functionality. More...
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void | Show () |
| Sets a gui visible and clickable. More...
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void | Hide () |
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void | ShowAtFront () |
| Shows the gui, in front of all others. More...
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void | ShowAtBack () |
| Shows the gui, behind all others. More...
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void | ShowBehind (IGui gui) |
| Shows the gui, behind a specific other gui. More...
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void | ShowInfront (IGui gui) |
| Shows the gui, in front of a specific other gui. More...
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bool | Navigate (eGuiNav button) |
| Tells the gui to handle a keyboard or controller input. eg. Left/Right/Up/Down inputs will navigate between controls, or slide sliders, and 'Ok' will press buttons. Call this from your gui script or global script if the gui is focused. Returns true if button did something. More...
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void | NavigateToControl (IGuiControl control) |
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void | ResetNavigation () |
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GuiControl | GetControl (string name) |
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bool | HasControl (string name) |
| Returns true if the control exists. More...
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T | GetScript< T > () |
| PowerQuest internal function: Access to the specific quest script for the room. Use the specific room script as the templated parameter so you can access specific members of the script. Eg: GetScript<GuiPrompt>().Show("Blah");
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GuiControl GetControl |
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string |
name | ) |
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Retreives a specific IGuiControl from the gui.
Controls can be cast to Buttons, Labels, etc. Eg:
IButton button = (IButton)G.Keypad.GetControl("AcceptButton");
button.Color = Color.Red;
NB: The gui must be instantiated for this to work. It might not work in scene loading scripts.