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kRPC Documentation

  • Getting Started
  • Tutorials
  • C-nano
  • C#
  • C++
  • Java
  • Lua
  • Python
    • Other Clients, Services and Scripts
    • Compiling kRPC
    • Extending kRPC
    • Communication Protocols
    • Internals of kRPC
    • Changelog
  • GitHub
  • Getting Started
  • Tutorials
  • C-nano
  • C#
  • C++
  • Java
  • Lua
  • Python
  • Other Clients, Services and Scripts
  • Compiling kRPC
  • Extending kRPC
  • Communication Protocols
  • Internals of kRPC
  • Changelog
  • GitHub

Section Navigation

  • C# Client
  • KRPC API
    • KRPC
    • Expressions
  • Standard Library
  • SpaceCenter API
    • SpaceCenter
    • Vessel
    • Stage
    • Editor
    • CelestialBody
    • Flight
    • Orbit
    • Closest Approach
    • Control
    • Communications
    • Parts
    • Resources
    • Node
    • ReferenceFrame
    • AutoPilot
    • Camera
    • Waypoints
    • Contracts
    • Geometry Types
    • Alarms
  • Drawing API
    • Drawing
    • Arc
    • Box
    • Circle
    • Image
    • Line
    • MapMarker
    • NavballMarker
    • OrbitPath
    • Point
    • Polygon
    • Polyline
    • Sphere
    • Text
  • User Interface API
    • UI
    • Canvas
    • Panel
    • Text
    • Button
    • InputField
    • Toggle
    • Toggle Group
    • Slider
    • Dropdown
    • Image
    • Scroll View
    • Layout
    • Layout Element
    • Size Fitter
    • Rect Transform
  • InfernalRobotics API
    • InfernalRobotics
    • ServoGroup
    • Servo
  • Kerbal Alarm Clock API
    • KerbalAlarmClock
    • Alarm
    • AlarmType
    • AlarmAction
  • RemoteTech API
    • RemoteTech
    • Comms
    • Antenna
  • LIDAR API
    • LIDAR
    • Laser
  • Docking Camera API
    • DockingCamera
    • Camera
  • Debug API
    • Debug
  • C#
  • User Interface API
  • Dropdown

Dropdown#

class Dropdown#

A control for choosing one of a list of options, which are shown when it is clicked. Added to a Canvas or a Panel.

RectTransform RectTransform { get; }#

The rect transform for the UI object.

Game Scenes:

All

LayoutElement LayoutElement { get; }#

How much space the UI object asks a layout for.

Game Scenes:

All

Note

Only has an effect when the object is in a panel that has a layout. A canvas is not inside a layout and does not have one.

bool Visible { get; set; }#

Whether the UI object is visible.

Game Scenes:

All

Note

This is the object’s own setting, which is what it was last set to. An object is only drawn when everything it is inside is visible as well, so an interface can be built with its parts visible, inside a panel that is not, and shown all at once by making that panel visible.

IList<string> Options { get; set; }#

The options that the dropdown offers.

Game Scenes:

All

Note

Setting the options resets the selection to the first of them, or to nothing when the list is empty.

int SelectedIndex { get; set; }#

The position in Dropdown.Options of the option that is chosen.

Game Scenes:

All

Note

Zero while the dropdown has no options, as there is nothing to choose.

bool Changed { get; set; }#

Whether the chosen option has been changed.

Game Scenes:

All

Note

This property is set to true when the user chooses an option, and not when a client chooses one. A client script should reset the property to false in order to detect subsequent changes.

bool Interactable { get; set; }#

Whether the control responds to the user.

Game Scenes:

All

Note

A control that is not interactable is drawn grayed out and ignores the user, but is still visible. Set its visibility to false to hide it instead.

StdLib.ColorRGBA Color { get; set; }#

The color the control is tinted with. White, the default, leaves the control drawn as the skin has it.

Game Scenes:

All

Note

The tint multiplies the sprite the control is drawn with, in every state, so a control can show a state of its own, an engaged autopilot for instance, by color. It is applied to the part of the control that responds to the user: the body of a button, dropdown or input field, the box of a toggle, and the handle of a slider. A control’s label is tinted through the color of its text.

string Tooltip { get; set; }#

A short piece of text shown beside the pointer while it rests on the control. Empty, the default, shows nothing.

Game Scenes:

All

void Remove ()#

Remove the UI object.

Game Scenes:

All

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