Slider#

class Slider#

A control for choosing a number by dragging a handle along a track. 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.

float Value { get; set; }#

The value of the slider, between Slider.Min and Slider.Max. Setting a value outside the range is refused.

Game Scenes:

All

float Min { get; set; }#

The value at the low end of the slider, which is its left hand end, or the bottom of a vertical slider. Must not be greater than Slider.Max.

Game Scenes:

All

float Max { get; set; }#

The value at the high end of the slider, which is its right hand end, or the top of a vertical slider. Must not be less than Slider.Min.

Game Scenes:

All

bool Changed { get; set; }#

Whether the slider has been changed.

Game Scenes:

All

Note

This property is set to true when the user moves the slider, and not when a client sets its value. 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