Index
$#! · 0-9 · A · B · C · D · E · F · G · H · I · J · K · L · M · N · O · P · Q · R · S · T · U · V · W · X · Y · Z
A
 AddState(state), CJFinc.UItools.UIStateItem
 animationDuration, CJFinc.UItools.UIStateItemAnimation
 animationFields, CJFinc.UItools.UIStateItemAnimation
 animationStartDelay, CJFinc.UItools.UIStateItemAnimation
 AnimationStates, CJFinc.UItools.UIStateItemAnimation
 ApplyCurrentState
C
 CanvasGroup_alpha
 CJFinc.RichMonoBehaviour
 CJFinc.UItools
 CJFinc.UItools.AnimationFields
 CJFinc.UItools.AnimationState
 CJFinc.UItools.UIGroup
 CJFinc.UItools.UIItem
 CJFinc.UItools.UIRectTransformHelper
 CJFinc.UItools.UIStateGroup
 CJFinc.UItools.UIStateGroupControl
 CJFinc.UItools.UIStateItem
 CJFinc.UItools.UIStateItemAnimation
 CJFinc.UItools.UIStateItemExtention
 CJFinc.UItools.UIStateItemMirror
 Constants, CJFinc.UItools.UIStateItem
 CurrentState, CJFinc.UItools.UIStateItem
D
 DefaultState, CJFinc.UItools.UIStateItem
E
 Enumerations, CJFinc.UItools.UIStateGroupControl
F
 Flush, CJFinc.UItools.UIStateGroupControl
 FlushDefaultState, CJFinc.UItools.UIStateItem
 ForceSetState(state), CJFinc.UItools.UIStateItem
 Functions
G
 GetItem(id), CJFinc.UItools.UIGroup
 GetItem(name), CJFinc.UItools.UIGroup
 GetStateId(state), CJFinc.UItools.UIStateItem
 GetStateItem(itemName), CJFinc.UItools.UIStateGroup
 GetStateName(stateId), CJFinc.UItools.UIStateItem
 group, CJFinc.UItools.UIItem
I
 Init, CJFinc.RichMonoBehaviour
 InitForce, CJFinc.RichMonoBehaviour
 initOnStart, CJFinc.RichMonoBehaviour
 IsAnimationActive, CJFinc.UItools.UIStateItemAnimation
 IsInitialized, CJFinc.RichMonoBehaviour
 itemName, CJFinc.UItools.UIItem
 items, CJFinc.UItools.UIGroup
 ItemStateChanged(itemName)
L
 LayoutElement_preferredHeight
 LayoutElement_preferredWidth
 License
M
 mirrorItems, CJFinc.UItools.UIStateItemMirror
 Mode, CJFinc.UItools.UIStateGroupControl
O
 OnAnimationFinished, CJFinc.UItools.UIStateItemAnimation
 OnInitFinish, CJFinc.RichMonoBehaviour
 OnStateChange
P
 PreviousState, CJFinc.UItools.UIStateItem
 Properties
 Properties and Functions, CJFinc.UItools.UIStateItemAnimation
R
 RectTransform_anchorMax
 RectTransform_anchorMin
 RectTransform_offsetMax
 RectTransform_offsetMin
 Release notes
 RemoveState(state), CJFinc.UItools.UIStateItem
public int AddState (string state)
Add new state with given name
public float animationDuration
Animation transition duration in seconds
public AnimationFields animationFields
AnimationFields stores what fields are used to animate states transition
public float animationStartDelay
Animation transition start delay in seconds
public AnimationState [] AnimationStates { get }
AnimationState array stores all enabled animationFields fields for each UIStateItem state
public virtual void ApplyCurrentState()
called automatically on UIStateItem.OnStateChange event
public override void ApplyCurrentState()
Synchronize current UIStateItem state to all mirrorItems
public bool CanvasGroup_alpha
animate CanvasGroup.alpha
public float CanvasGroup_alpha
state value for CanvasGroup.alpha
RichMonoBehaviour is a base class for all UItools components.
Current UItools classes hierarchy illustrated bellow.
AnimationFields is a helper class to store and serialize enabled animation fields for UIStateItemAnimation
AnimationState is a helper class to store and serialize animation UIStateItemAnimation fields for each UIStateItem state
UIGroup component allows you to create a group of items and get access to any item by name or id.
UIItem is one of the base components that implements core item properties.
UIRectTransformHelper is an editor helper that allows to set RectTransform anchors to object corners
UIStateGroup allows to manage group of UIStateItem items and perform bulk state change
UIStateGroupControl extends UIStateGroup into the group of items with only one item selected.
UIStateItem implements different UI item states and provides API to switch between them.
UIStateItemAnimation allows to animate UIStateItem state change transition
UIStateItemExtention is a mediator class of all UIStateItem extension classes
UIStateItemMirror allows to synchronize main UIStateItem item state to another UIStateItem items
public string CurrentState { get }
Current state name
public string DefaultState { get }
Default state name
public void Flush()
Flush all items for default state according to current Mode
public void FlushDefaultState()
Flush default state
public void ForceSetState(string state)
Force change CurrentState to given state
public UIItem GetItem(int id)
Find item by id in items array
public UIItem GetItem(string name)
Find item by name in items array
public int GetStateId(string state)
Get state id by its name from States array
public UIStateItem GetStateItem(string itemName)
Gets UIStateItem by name from StateItems array
public string GetStateName(int stateId)
Get state name by its id from States array
public UIGroup group
Link to UIGroup object this item belongs to
public void Init(bool force = false)
Initialize current component if it’s not initialized yet
public void InitForce()
Force component initialization
public bool initOnStart
Should this component be initialized at Start or not
public bool IsAnimationActive { get }
Indicates is animation currently active or not
public bool IsInitialized { get }
Is current component already initialized or not
public string itemName
Item name filled automatically from GameObject.name
public UIItem [] items
Array of UIItem items assigned to current group
public virtual void ItemStateChanged(string itemName)
Internal function.
public override void ItemStateChanged(string itemName)
Internal function.
public bool LayoutElement_preferredHeight
animate LayoutElement.preferredHeight
public float LayoutElement_preferredHeight
state value for LayoutElement.preferredHeight
public bool LayoutElement_preferredWidth
animate LayoutElement.preferredWidth
public float LayoutElement_preferredWidth
state value for LayoutElement.preferredWidth
This project is licensed under Unity Asset Store license http://unity3d.com/legal/as_terms
public UIStateItem [] mirrorItems
Array of UIStateItem items to sync current item state to
public STATE_GROUP_CONTROL_MODE Mode { get }
Current group mode STATE_GROUP_CONTROL_MODE
public UnityEvent OnAnimationFinished
This UnityEvent is called when animation transition is finished
public UnityEvent OnInitFinish
This UnityEvent is called when initialization is finished
public UnityEvent OnStateChange
This UnityEvent is called when animation transition is finished
public UnityEvent OnStateChange
This UnityEvent is called on each state change
public string PreviousState { get }
Previous state name before last state change
public bool RectTransform_anchorMax
animate RectTransform.anchorMax
public Vector2 RectTransform_anchorMax
state value for RectTransform.anchorMax
public bool RectTransform_anchorMin
animate RectTransform.anchorMin
public Vector2 RectTransform_anchorMin
state value for RectTransform.anchorMin
public bool RectTransform_offsetMax
animate RectTransform.offsetMax
public Vector2 RectTransform_offsetMax
state value for RectTransform.offsetMax
public bool RectTransform_offsetMin
animate RectTransform.offsetMin
public Vector2 RectTransform_offsetMin
state value for RectTransform.offsetMin
public void RemoveState (string state)
Remove state by given name
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