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Class UITransform

The component of transform in UI.

Hierarchy

Index

Constructors

constructor

Properties

Protected _anchorPoint

_anchorPoint: Vec2 = new Vec2(0.5, 0.5)

_canvas

_canvas: Canvas | null = null

Protected _contentSize

_contentSize: Size = new Size(100, 100)

Private _enabled

_enabled: boolean = true

Private _id

_id: string = idGenerator.getNewId()

For internal usage.

Protected _name

_name: string

_objFlags

_objFlags: number

Protected _priority

_priority: number = 0

Private sceneGetter

sceneGetter: null | (() => RenderScene) = null

node

node: Node = NullNode

The node this component is attached to. A component is always attached to a node.

example
import { log } from 'cc';
log(comp.node);

Static EventType

EventType: SystemEventType = SystemEventType

Static system

system: null = null

Accessors

scriptAsset

  • get scriptAsset(): null

isOnLoadCalled

  • get isOnLoadCalled(): number

anchorPoint

  • get anchorPoint(): Readonly<Vec2>
  • set anchorPoint(value: {}): void

anchorX

  • get anchorX(): number
  • set anchorX(value: number): void

anchorY

  • get anchorY(): number
  • set anchorY(value: number): void

contentSize

  • get contentSize(): Readonly<Size>
  • set contentSize(value: {}): void

enabled

  • get enabled(): boolean
  • set enabled(value: boolean): void

enabledInHierarchy

  • get enabledInHierarchy(): boolean

height

  • get height(): number
  • set height(value: number): void

isValid

  • get isValid(): boolean
  • Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
    When an object's destroy is called, it is actually destroyed after the end of this frame. So isValid will return false from the next frame, while isValid in the current frame will still be true. If you want to determine whether the current frame has called destroy, use isValid(obj, true), but this is often caused by a particular logical requirements, which is not normally required.

    default

    true

    readonly
    example
    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid);    // true
    node.destroy();
    log(node.isValid);    // true, still valid in this frame
    // after a frame...
    log(node.isValid);    // false, destroyed in the end of last frame

    Returns boolean

name

  • get name(): string
  • set name(value: string): void

priority

  • get priority(): number
  • set priority(value: number): void

uuid

  • get uuid(): string

visibility

  • get visibility(): number

width

  • get width(): number
  • set width(value: number): void

Methods

preload

  • __preload(): void

destroyImmediate

  • _destroyImmediate(): void

destruct

  • _destruct(): void
  • Clear all references in the instance.

    NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject. You can override the _destruct method if you need, for example: _destruct: function () { for (var key in this) { if (this.hasOwnProperty(key)) { switch (typeof this[key]) { case 'string': this[key] = ''; break; case 'object': case 'function': this[key] = null; break; } } }

    Returns void

Optional Private getLocalBounds

  • getLocalBounds(out_rect: Rect): void
  • If the component's bounding box is different from the node's, you can implement this method to supply a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.

    Parameters

    • out_rect: Rect

      The rect to store the result bounding rect

    Returns void

Private getRenderScene

  • _getRenderScene(): RenderScene

instantiate

  • instantiate(cloned: any): any

onPreDestroy

  • _onPreDestroy(): void

Protected parentChanged

  • parentChanged(node: Node): void

Protected sortSiblings

  • _sortSiblings(): void

updateVisibility

  • _updateVisibility(): void

addComponent

  • addComponent<T>(classConstructor: Constructor<T>): T | null
  • addComponent(className: string): Component | null

convertToNodeSpaceAR

  • Converts a Point to node (local) space coordinates.

    example
    const newVec3 = uiTransform.convertToNodeSpaceAR(cc.v3(100, 100, 0));

    Parameters

    • worldPoint: Vec3

      世界坐标点。

    • Optional out: Vec3

      转换后坐标。

    Returns Vec3

    • 返回与目标节点的相对位置。

convertToWorldSpaceAR

  • Converts a Point in node coordinates to world space coordinates.

    example
    const newVec3 = uiTransform.convertToWorldSpaceAR(3(100, 100, 0));

    Parameters

    • nodePoint: Vec3

      节点坐标。

    • Optional out: Vec3

      转换后坐标。

    Returns Vec3

    • 返回 UI 世界坐标系。

destroy

  • destroy(): boolean

getBoundingBox

  • getBoundingBox(): Rect

getBoundingBoxTo

  • getBoundingBoxTo(parentMat: Mat4): Rect

getBoundingBoxToWorld

  • getBoundingBoxToWorld(): Rect
  • Returns a "world" axis aligned bounding box of the node.
    The bounding box contains self and active children's world bounding box.

    example
    const newRect = uiTransform.getBoundingBoxToWorld();

    Returns Rect

    • 返回世界坐标系下包围盒。

getComponent

  • getComponent<T>(classConstructor: Constructor<T>): T | null
  • getComponent(className: string): Component | null
  • Returns the component of supplied type if the node has one attached, null if it doesn't.
    You can also get component in the node by passing in the name of the script.

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Type parameters

    Parameters

    • classConstructor: Constructor<T>

      The class of component to be retrieved or to be created

    Returns T | null

  • Returns the component of supplied type if the node has one attached, null if it doesn't.
    You can also get component in the node by passing in the name of the script.

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Parameters

    • className: string

      A string for the class name of the component

    Returns Component | null

getComponentInChildren

  • getComponentInChildren<T>(classConstructor: Constructor<T>): T | null
  • getComponentInChildren(className: string): Component | null

getComponents

  • getComponents<T>(classConstructor: Constructor<T>): T[]
  • getComponents(className: string): Component[]

getComponentsInChildren

  • getComponentsInChildren<T>(classConstructor: Constructor<T>): T[]
  • getComponentsInChildren(className: string): Component[]

getComputeAABB

  • getComputeAABB(out?: aabb): undefined | aabb

isHit

  • isHit(point: Vec2, listener?: EventListener): any

Protected Optional lateUpdate

  • lateUpdate(dt: number): void
  • LateUpdate is called every frame, if the Component is enabled.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Parameters

    • dt: number

      the delta time in seconds it took to complete the last frame

    Returns void

onDestroy

  • onDestroy(): void

onDisable

  • onDisable(): void

onEnable

  • onEnable(): void

Optional onFocusInEditor

  • onFocusInEditor(): void

Protected Optional onLoad

  • onLoad(): void
  • When attaching to an active node or its node first activated.
    onLoad is always called before any start functions, this allows you to order initialization of scripts.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Returns void

Optional onLostFocusInEditor

  • onLostFocusInEditor(): void

Protected Optional onRestore

  • onRestore(): void
  • onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs an undo operation on this component.

    If the component contains the "internal state", short for "temporary member variables which not included
    in its CCClass properties", then you may need to implement this function.

    The editor will call the getset accessors of your component to record/restore the component's state
    for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
    this function to manually synchronize your component's "internal states" with its public properties.
    Once you implement this function, all the getset accessors of your component will not be called when
    the user performs an undo/redo operation. Which means that only the properties with default value
    will be recorded or restored by editor.

    Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
    to support the reset menu, you should manually synchronize your component's "internal states" with its
    properties in this function. Once you implement this function, all the getset accessors of your component
    will not be called during reset operation. Which means that only the properties with default value
    will be reset by editor.

    This function is only called in editor mode.

    Returns void

Optional resetInEditor

  • resetInEditor(): void

schedule

  • schedule(callback: any, interval?: number, repeat?: number, delay?: number): void
  • Schedules a custom task.
    If the task is already scheduled, then the interval parameter will be updated without scheduling it again.

    example
    import { log } from 'cc';
    this.schedule((dt) => void log(`time: ${dt}`), 1);

    Parameters

    • callback: any

      The callback function of the task

    • Default value interval: number = 0

      The time interval between each invocation

    • Default value repeat: number = legacyCC.macro.REPEAT_FOREVER

      The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever

    • Default value delay: number = 0

      The delay time for the first invocation

    Returns void

scheduleOnce

  • scheduleOnce(callback: any, delay?: number): void
  • Schedules a task that runs only once, with a delay of 0 or larger.

    method

    scheduleOnce

    see

    schedule

    example
    import { log } from 'cc';
    this.scheduleOnce((dt) => void log(`time: ${dt}`), 2);

    Parameters

    • callback: any

      The callback function of the task

    • Default value delay: number = 0

      The delay time for the first invocation

    Returns void

setAnchorPoint

  • setAnchorPoint(point: Vec2 | number, y?: undefined | number): void
  • Sets the anchor point in percent.
    anchor point is the point around which all transformations and positioning manipulations take place.
    It's like a pin in the node where it is "attached" to its parent.
    The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner.
    But you can use values higher than (1,1) and lower than (0,0) too.
    The default anchor point is (0.5,0.5), so it starts at the center of the node.

    example
    import { Vec2 } from 'cc';
    node.setAnchorPoint(new Vec2(1, 1));
    node.setAnchorPoint(1, 1);

    Parameters

    • point: Vec2 | number

      节点锚点或节点 x 轴锚。

    • Optional y: undefined | number

      节点 y 轴锚。

    Returns void

setContentSize

  • setContentSize(size: Size | number, height?: undefined | number): void
  • Sets the untransformed size of the node.
    The contentSize remains the same no matter if the node is scaled or rotated.
    All nodes have a size. Layer and Scene have the same size of the screen.

    example
    import { Size } from 'cc';
    node.setContentSize(new Size(100, 100));
    node.setContentSize(100, 100);

    Parameters

    • size: Size | number

      节点内容变换的尺寸或者宽度。

    • Optional height: undefined | number

      节点内容未变换的高度。

    Returns void

Protected Optional start

  • start(): void
  • Called before all scripts' update if the Component is enabled the first time.
    Usually used to initialize some logic which need to be called after all components' onload methods called.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Returns void

unschedule

  • unschedule(callback_fn: any): void

unscheduleAllCallbacks

  • unscheduleAllCallbacks(): void

Protected Optional update

  • update(dt: number): void
  • Update is called every frame, if the Component is enabled.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Parameters

    • dt: number

      the delta time in seconds it took to complete the last frame

    Returns void

Static deferredDestroy

  • _deferredDestroy(): void

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