cohtml.CohtmlUISystem
A component allowing you to create CohtmlView components and control their behavior.
Inherits from MonoBehaviour
Public Functions
Name | |
---|---|
View | CreateView(ViewSettings settings) Creates a native View object with the given settings. |
void | CreateNativeUISystem(CohtmlSystemSettings systemSettings) Creates the native equivalent of the CohtmlUISystem component. |
CohtmlUISystem | GetUISystem(bool forceCreate =false) Returns a System object found in the scene. If no System object is found it will create one and return it. |
Protected Functions
Name | |
---|---|
virtual void | Awake() |
virtual void | Start() |
virtual void | Update() |
virtual void | OnRenderObject() |
virtual void | OnDestroy() When destroying Cohtml components, it must follow a specific order - firstly Views then Systems then Library. Each component is responsible for destroying the component attached before it. For example, the System destroys the attached Views. Each component should first destroy its native Cohtml reference. Each component should first destroy its rendering, if it exists. Each component should also destroy all referenced components attached and depends to it. For example, the DefaultSystem destroys the TextInputHandler. |
Public Properties
Name | |
---|---|
IUISystem | SystemNative Returns the native object of the CohtmlUISystem. |
uint | Id Id of registered UISystem reference in Cohtml native library. |
UserImagesManager | UserImagesManager Returns the instance of the UserImageManger. |
CohtmlSystemSettings | Settings Returns the settings used to create the CohtmlUISystem. |
Public Attributes
Name | |
---|---|
const string | CohtmlDefaultUISystemName The name of the default CohtmlUISystem. |
Func< CohtmlSystemSettings, CohtmlSystemSettings > | OnSystemCreate Change the CohtmlSystemSettings component’s values programmatically upon subscription, just before the system is created with these settings in Native Cohtml. |
IResourceHandler | ResourceHandler Gets the resource handler. |
ILocalizationManager | LocalizationManager Gets the localization manager. |
bool | IsReady Determines whether this instance is ready. |
ReadOnlyCollection< CohtmlView > | UIViews Returns a List with the view components that belong to the UI system. |
string | DataPath Returns the path to the game data folder on the target device. |
string | StreamingAssetsPath Returns the path to the StreamingAssets folder. |
List< CohtmlUISystem > | CreatedSystems |
Public Functions Documentation
function CreateView
View CreateView(
ViewSettings settings
)
Creates a native View object with the given settings.
Parameters:
- settings The setting used to create the View.
Return: Returns the native View object.
function CreateNativeUISystem
void CreateNativeUISystem(
CohtmlSystemSettings systemSettings
)
Creates the native equivalent of the CohtmlUISystem component.
Parameters:
- systemSettings The settings used to create the native object.
function GetUISystem
static CohtmlUISystem GetUISystem(
bool forceCreate =false
)
Returns a System object found in the scene. If no System object is found it will create one and return it.
Parameters:
- forceCreate Forces the creation of a game object with a System component if such doesn’t exist in the scene.
Exceptions:
- SystemException When more than one system exists on the scene, it is unclear which system should be returned as a result to the caller. To avoid this exception, you should always reference the System in relation to CohtmlView, which requires a system for its creation.
Return: Found System or null when have multiple systems.
When multiple systems are found on the current scene, it returns null, as it is undefined which system the caller intends to reference with this method.
Protected Functions Documentation
function Awake
virtual void Awake()
function Start
virtual void Start()
function Update
virtual void Update()
function OnRenderObject
virtual void OnRenderObject()
function OnDestroy
virtual void OnDestroy()
When destroying Cohtml components, it must follow a specific order - firstly Views then Systems then Library. Each component is responsible for destroying the component attached before it. For example, the System destroys the attached Views. Each component should first destroy its native Cohtml reference. Each component should first destroy its rendering, if it exists. Each component should also destroy all referenced components attached and depends to it. For example, the DefaultSystem destroys the TextInputHandler.
Public Property Documentation
property SystemNative
IUISystem SystemNative;
Returns the native object of the CohtmlUISystem.
property Id
uint Id;
Id of registered UISystem reference in Cohtml native library.
property UserImagesManager
UserImagesManager UserImagesManager;
Returns the instance of the UserImageManger.
property Settings
CohtmlSystemSettings Settings;
Returns the settings used to create the CohtmlUISystem.
Public Attributes Documentation
variable CohtmlDefaultUISystemName
const string CohtmlDefaultUISystemName = "CohtmlDefaultUISystem";
The name of the default CohtmlUISystem.
variable OnSystemCreate
Func< CohtmlSystemSettings, CohtmlSystemSettings > OnSystemCreate;
Change the CohtmlSystemSettings component’s values programmatically upon subscription, just before the system is created with these settings in Native Cohtml.
variable ResourceHandler
IResourceHandler ResourceHandler => Settings.ResourceHandler;
Gets the resource handler.
The resource handler.
variable LocalizationManager
ILocalizationManager LocalizationManager => Settings.LocalizationManager;
Gets the localization manager.
The localization manager.
variable IsReady
bool IsReady => SystemNative != null;
Determines whether this instance is ready.
Return: true
if this instance is ready; otherwise, false
.
variable UIViews
ReadOnlyCollection< CohtmlView > UIViews => m_Views.AsReadOnly();
Returns a List with the view components that belong to the UI system.
List with CohtmlView components.
variable DataPath
static string DataPath => Application.dataPath;
Returns the path to the game data folder on the target device.
variable StreamingAssetsPath
static string StreamingAssetsPath => Application.streamingAssetsPath;
Returns the path to the StreamingAssets folder.
variable CreatedSystems
static List< CohtmlUISystem > CreatedSystems = new List<CohtmlUISystem>();