PowerQuest 0.19.2
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Gui Text Field
Display: You typed in {TextField.FullName.Text} TextField.Parser.HasKeyboardFocus = true;
Inherits IGuiControl.
Properties | |
new string | Description [get, set] |
new string | Cursor [get, set] |
new string | Text [get, set] |
bool | Clickable [get, set] |
Properties inherited from IGuiControl | |
MonoBehaviour | Instance [get] |
Access to the actual game object component in the scene. Note that controls themselves can be cast to their component type if known. | |
bool | Visible [get, set] |
Sets the control visible invisible the control. | |
Vector2 | Position [get, set] |
Gets/Sets the position of the control. Note that this will be overridden if using AlignTo or FitTo component. | |
bool | Focused [get] |
Gets/Sets whether this control is focused (ie: the mouse is hovering over it, or it's selected with keyboard) | |
bool | HasKeyboardFocus [get, set] |
Gets/Sets whether this control has the current keyboard focus (can also be used for specifying which control has 'controller' focus) | |
string | Anim [get, set] |
Color | Color [get, set] |
Public Member Functions | |
void | FocusKeyboard () |
Public Member Functions inherited from IGuiControl | |
void | Show () |
Shows the control. | |
void | Hide () |
Hides the control. | |
void | SetPosition (float x, float y) |
Sets the position of the control. Note that this will be overridden if using AlignTo or FitTo component. | |
GuiControl | DuplicateControl (string name=null, IGuiControl parent=null) |
Duplicates the control. Useful for adding elements dynamically to a gui. You can optionally specify a new name for the control, and a parent object (such as a grid container) | |
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getset |
Implements IGuiControl.
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getset |
Implements IGuiControl.
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getset |
Implements IGuiControl.