이름 |
설명 |
BaseFont |
Base class for all kind of fonts. |
BitmapFont |
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BitmapFont.BMGlyph |
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BlendModeUtils |
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CaptureCamera |
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ColorFilter |
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Container |
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CopyPastePatch |
当使用DLL形式的插件时,因为DLL默认是为移动平台编译的,所以不支持复制粘贴。 将这个脚本放到工程里,并在游戏启动时调用CopyPastePatch.Apply(),可以在PC平台激活复制粘贴功能 |
DisplayListItem |
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DisplayObject |
|
DisplayOptions |
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DragDropManager |
Helper for drag and drop. 这是一个提供特殊拖放功能的功能类。与GObject.draggable不同,拖动开始后,他使用一个替代的图标作为拖动对象。 当玩家释放鼠标/手指,目标组件会发出一个onDrop事件。 |
DynamicFont |
|
EMRenderSupport |
这是一个在编辑状态下渲染UI的功能类。EM=Edit Mode |
Emoji |
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EventBridge |
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EventContext |
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EventDispatcher |
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EventListener |
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FieldTypes |
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FillUtils |
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FontManager |
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GButton |
GButton class. |
GComboBox |
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GComponent |
Component |
GGraph |
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GImage |
GImage class. |
GLabel |
GLabel class. |
GList |
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GList.ItemInfo |
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GLoader |
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GMovieClip |
GMovieClip class. |
GObject |
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GObjectPool |
GObjectPool is use for GObject pooling. |
GProgressBar |
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GRichTextField |
GRichTextField class. |
GRoot |
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GSlider |
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GTextField |
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GTextInput |
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GearAnimation |
Gear is a connection between object and controller. |
GearAnimationValue |
|
GearBase |
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GearColor |
Gear is a connection between object and controller. |
GearColorValue |
|
GearDisplay |
Gear is a connection between object and controller. |
GearIcon |
Gear is a connection between object and controller. |
GearLook |
Gear is a connection between object and controller. |
GearLookValue |
|
GearSize |
Gear is a connection between object and controller. |
GearSizeValue |
|
GearText |
Gear is a connection between object and controller. |
GearXY |
|
GearXYValue |
|
GlyphInfo |
Character info. |
GoWrapper |
GoWrapper is class for wrapping common gameobject into UI display list. |
Image |
|
InputTextField |
接收用户输入的文本控件。因为支持直接输入表情,所以从RichTextField派生。 |
LongPressGesture |
长按手势。当按下一定时间后(duration),派发onAction,如果once为false,则间隔duration时间持续派发onAction,直到手指释放。 |
Margin |
|
MaterialManager |
Every texture and shader combination has a MaterialManager. |
MaterialPool |
|
MovieClip |
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MovieClip.Frame |
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NGraphics |
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NTexture |
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PackageItem |
|
PlayState |
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RectHitTest |
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RelationDef |
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RelationItem |
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Relations |
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RichTextField |
|
ScrollPane |
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ScrollPane.ThrowTween |
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SelectionShape |
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ShaderConfig |
|
Shape |
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Stage |
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StageCamera |
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StageEngine |
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Stats |
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StencilEraser |
|
TextField |
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TextField.CharPosition |
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TextField.LineInfo |
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TextFormat |
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TouchInfo |
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TouchScreenKeyboard |
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Transition |
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TransitionItem |
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TransitionValue |
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TreeView |
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TypingEffect |
文字打字效果。先调用Start,然后Print。 |
UIConfig |
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UIConfig.ConfigValue |
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UIContentScaler |
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UIObjectFactory |
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UIPackage |
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UIPackage.AtlasSprite |
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UIPainter |
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UIPanel |
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UpdateContext |
UpdateContext is for internal use. |
UpdateContext.ClipInfo |
|
Window |
Window class. 窗口使用前首先要设置窗口中需要显示的内容,这通常是在编辑器里制作好的,可以直接使用Window.contentPane进行设置。 建议把设置contentPane等初始化操作放置到Window.onInit方法中。 另外,FairyGUI还提供了一套机制用于窗口动态创建。动态创建是指初始时仅指定窗口需要使用的资源,等窗口需要显示时才实际开始构建窗口的内容。 首先需要在窗口的构造函数中调用Window.addUISource。这个方法需要一个IUISource类型的参数,而IUISource是一个接口, 用户需要自行实现载入相关UI包的逻辑。当窗口第一次显示之前,IUISource的加载方法将会被调用,并等待载入完成后才返回执行Window.OnInit,然后窗口才会显示。 如果你需要窗口显示时播放动画效果,那么覆盖doShowAnimation编写你的动画代码,并且在动画结束后调用onShown。覆盖onShown编写其他需要在窗口显示时处理的业务逻辑。 如果你需要窗口隐藏时播放动画效果,那么覆盖doHideAnimation编写你的动画代码,并且在动画结束时调用Window.hideImmediately(注意不是直接调用onHide!)。覆盖onHide编写其他需要在窗口隐藏时处理的业务逻辑。 |