UxrKeyboardKeyUI Class
UI component for a keyboard key.
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.UI.Helpers.Keyboard.UxrKeyboardKeyUI
Namespace: UltimateXR.UI.Helpers.Keyboard
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
[ExecuteInEditMode]
public class UxrKeyboardKeyUI : UxrComponent
The UxrKeyboardKeyUI type exposes the following members.
Constructors
Name | Description | |
---|---|---|
![]() | UxrKeyboardKeyUI |
Properties
Name | Description | |
---|---|---|
![]() | ControlInput | Gets the UxrControlInput component for the key. |
![]() | CurrentToggleSymbolsPage | Gets the current symbols group selected, for a key that has a KeyType role of ToggleSymbols. |
![]() | Enabled | Gets or sets whether the key can be interacted with. |
![]() | ForceLabel | Gets or sets the string that, if non-empty, will override the label content on the key. |
![]() | HasMultipleLayoutValueBottomRight | Gets whether the key supports combination with shift and alt gr, and has a character specified for the bottom right. |
![]() | IsLetterKey | Gets whether the key is a letter. |
![]() | Keyboard | Gets the UxrKeyboardKeyUI component the key belongs to. |
![]() | KeyLayoutType | Gets the layout use for the labels on the key. |
![]() | KeyType | Gets the key type. |
![]() | MultipleLayoutValueBottomLeft | Gets the character used in the bottom left corner when the key has multiple labels, because it supports combination with shift and alt gr. |
![]() | MultipleLayoutValueBottomRight | Gets the character used in the bottom right corner when the key has multiple labels, because it supports combination with shift and alt gr. |
![]() | MultipleLayoutValueTopLeft | Gets the character used in the top left corner when the key has multiple labels, because it supports combination with shift and alt gr. |
![]() | NextToggleSymbolsPage | Gets the next symbols group, for a key that has a KeyType role of ToggleSymbols, that would be selected if pressed. |
![]() | SingleLayoutValue | Gets the character used when the key has a single label. |
Methods
Name | Description | |
---|---|---|
![]() | Awake | Initializes the component. (Overrides UxrComponent.Awake().) |
![]() | GetSingleLayoutValueNoForceLabel | Gets the character that would be printed if the key was pressed. |
![]() | OnDestroy | Called when the component is destroyed. (Overrides UxrComponent.OnDestroy().) |
![]() | SetDefaultSymbols | Sets the default symbols as the ones currently active. |
![]() | SetupToggleSymbolsPages | Sets up the toggle symbol entries. |
![]() | ToggleSymbols | Toggles to the next symbols. |
![]() | UpdateLetterKeyLabel | Updates the label on the key. |
Extension Methods
Name | Description | |
---|---|---|
![]() | CheckSetEnabled | Enables/disabled the component if it isn’t enabled already. (Defined by MonoBehaviourExt.) |
![]() | GetOrAddComponent<T> | Gets the Component of a given type. If it doesn’t exist, it is added to the GameObject. (Defined by ComponentExt.) |
![]() | GetPathUnderScene | Gets the full path under current scene, including all parents, but scene name, for the given component. (Defined by ComponentExt.) |
![]() | GetSceneUid | Gets an unique identifier string for the given component. (Defined by ComponentExt.) |
![]() | GetUniqueScenePath | Gets an unique path in the scene for the given component. It will include scene name, sibling and component indices to make it unique. (Defined by ComponentExt.) |
![]() | LoopCoroutine | Creates a coroutine that simplifies executing a loop during a certain amount of time. (Defined by MonoBehaviourExt.) |
![]() | SafeGetComponentInParent<T> | Gets the Component of a given type in the GameObject or any of its parents. It also works on prefabs, where regular GetComponentInParent(Type, Boolean) will not work: https://issuetracker.unity3d.com/issues/getcomponentinparent-is-returning-null-when-the-gameobject-is-a-prefab (Defined by ComponentExt.) |
![]() | ShowInInspector(Boolean) | Overloaded. Controls whether to show the current object in the inspector. (Defined by ObjectExt.) |
![]() | ShowInInspector(Boolean, Boolean) | Overloaded. Controls whether to show the current object in the inspector and whether it is editable. (Defined by ObjectExt.) |
![]() | ThrowIfNull | Throws an exception if the object is null. (Defined by ObjectExt.) |