主题
GameCore.Display
Widget 仅客户端
命名空间 GameCore.Display
csharp
public class Widget : IGameObject<GameDataWidget>, IGameObjectRuntime handle for a widget instance inside a status bar or floating text.
备注
A widget handle points to the current native instance. If the owning status bar or floating text is rebuilt, get the widget again and check IsValid before applying runtime changes.
属性
Link 仅客户端
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public IGameLink<GameDataWidget> Link { get; }Cache 仅客户端
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public GameDataWidget Cache { get; }IsValid 仅客户端
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public bool IsValid { get; }Whether the native widget instance still exists.
方法
SetVisible 仅客户端
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public bool SetVisible(bool visible)SetColor 仅客户端
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public bool SetColor(Color color)字段
ViewWidget 仅客户端
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private protected readonly IViewWidget ViewWidgetWidgetBar 仅客户端
命名空间 GameCore.Display
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public sealed class WidgetBar : WidgetRuntime handle for a bar widget.
属性
Link 仅客户端
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public new IGameLink<GameDataWidgetBar> Link { get; }Cache 仅客户端
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public new GameDataWidgetBar Cache { get; }方法
SetPercentage 仅客户端
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public bool SetPercentage(float percentage)Sets the displayed bar progress. Values are clamped to the 0..1 range.
SetSkinIndex 仅客户端
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public bool SetSkinIndex(int skinIndex)Selects a skin by zero-based index from Skins.
WidgetImage 仅客户端
命名空间 GameCore.Display
csharp
public sealed class WidgetImage : WidgetRuntime handle for an image widget.
属性
Link 仅客户端
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public new IGameLink<GameDataWidgetImage> Link { get; }Cache 仅客户端
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public new GameDataWidgetImage Cache { get; }方法
SetImage 仅客户端
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public bool SetImage(UTF8String image)Replaces the image displayed by this widget instance.
SetImage 仅客户端
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public bool SetImage(string? image)WidgetText 仅客户端
命名空间 GameCore.Display
csharp
public sealed class WidgetText : WidgetRuntime handle for a text widget.
属性
Link 仅客户端
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public new IGameLink<GameDataWidgetText> Link { get; }Cache 仅客户端
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public new GameDataWidgetText Cache { get; }方法
SetText 仅客户端
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public bool SetText(UTF8String text)Replaces the text displayed by this widget instance.
SetText 仅客户端
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public bool SetText(string? text)GameDataWidget 双端
命名空间 GameCore.Display.Data
csharp
public abstract class GameDataWidget : GameDataCategory<GameDataWidget>, IGameDataCategory<GameDataWidget>, IGameData<GameDataWidget>, IGameDataBase data for visual parts used by StatusBar and FloatingText templates.
备注
Widget data is a standalone category so public APIs can use strongly typed links instead of unstable names or template-local indexes.
构造函数
GameDataWidget 双端
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public GameDataWidget(GameLink<GameDataWidget, GameDataWidget> link)GameDataWidget 双端
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public GameDataWidget(IGameLink<GameDataWidget> link)属性
Rect 双端
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public WidgetRect Rect { get; set; }Color 双端
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public Color? Color { get; set; }Visible 双端
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public bool Visible { get; set; }Value 双端
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public WidgetPropertyBinding? Value { get; set; }Unit property binding used as this widget's displayed value.
Blink 双端
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public WidgetPropertyBinding? Blink { get; set; }Unit property binding that controls blinking. Non-zero values make the widget blink.
BlinkInterval 双端
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public TimeSpan? BlinkInterval { get; set; }Children 双端
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public List<IGameLink<GameDataWidget>?> Children { get; set; }Child widgets. Use widget links instead of duplicating embedded widget data.
GameDataWidgetBar 双端
命名空间 GameCore.Display.Data
csharp
public sealed class GameDataWidgetBar : GameDataWidget, IGameData<GameDataWidgetBar>, IGameData构造函数
GameDataWidgetBar 双端
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public GameDataWidgetBar(GameLink<GameDataWidget, GameDataWidgetBar> link)GameDataWidgetBar 双端
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public GameDataWidgetBar(IGameLink<GameDataWidgetBar> link)属性
Skins 双端
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public List<WidgetSkin> Skins { get; set; }Max 双端
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public WidgetPropertyBinding? Max { get; set; }Unit property binding used as the denominator when calculating bar percentage.
SkinIndex 双端
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public WidgetPropertyBinding? SkinIndex { get; set; }Unit property binding that selects a skin. Bound values are one-based for compatibility with native status bar data.
Overlay 双端
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public string? Overlay { get; set; }Delay 双端
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public TimeSpan? Delay { get; set; }UseDelayIndicator 双端
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public bool UseDelayIndicator { get; set; }Link 双端
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public new IGameLink<GameDataWidgetBar> Link { get; }GameDataWidgetImage 双端
命名空间 GameCore.Display.Data
csharp
public sealed class GameDataWidgetImage : GameDataWidget, IGameData<GameDataWidgetImage>, IGameData构造函数
GameDataWidgetImage 双端
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public GameDataWidgetImage(GameLink<GameDataWidget, GameDataWidgetImage> link)GameDataWidgetImage 双端
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public GameDataWidgetImage(IGameLink<GameDataWidgetImage> link)属性
Texture 双端
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public Texture? Texture { get; set; }Image resource path or atlas key used by the status bar canvas.
Border 双端
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public WidgetBorder? Border { get; set; }Link 双端
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public new IGameLink<GameDataWidgetImage> Link { get; }GameDataWidgetPanel 双端
命名空间 GameCore.Display.Data
csharp
public sealed class GameDataWidgetPanel : GameDataWidget, IGameData<GameDataWidgetPanel>, IGameData构造函数
GameDataWidgetPanel 双端
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public GameDataWidgetPanel(GameLink<GameDataWidget, GameDataWidgetPanel> link)GameDataWidgetPanel 双端
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public GameDataWidgetPanel(IGameLink<GameDataWidgetPanel> link)属性
Link 双端
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public new IGameLink<GameDataWidgetPanel> Link { get; }GameDataWidgetRuler 双端
命名空间 GameCore.Display.Data
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public sealed class GameDataWidgetRuler : GameDataWidget, IGameData<GameDataWidgetRuler>, IGameData构造函数
GameDataWidgetRuler 双端
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public GameDataWidgetRuler(GameLink<GameDataWidget, GameDataWidgetRuler> link)GameDataWidgetRuler 双端
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public GameDataWidgetRuler(IGameLink<GameDataWidgetRuler> link)属性
Scheme 双端
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public List<RulerScheme> Scheme { get; set; }Link 双端
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public new IGameLink<GameDataWidgetRuler> Link { get; }GameDataWidgetText 双端
命名空间 GameCore.Display.Data
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public sealed class GameDataWidgetText : GameDataWidget, IGameData<GameDataWidgetText>, IGameData构造函数
GameDataWidgetText 双端
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public GameDataWidgetText(GameLink<GameDataWidget, GameDataWidgetText> link)GameDataWidgetText 双端
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public GameDataWidgetText(IGameLink<GameDataWidgetText> link)属性
Text 双端
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public string Text { get; set; }Font 双端
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public Font? Font { get; set; }Font file path used by normal text rendering.
ImageFontPrefix 双端
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public string? ImageFontPrefix { get; set; }Prefix used by image-based number/text rendering.
FontSize 双端
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public float? FontSize { get; set; }HorizontalAlignment 双端
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public WidgetTextHorizontalAlignment HorizontalAlignment { get; set; }VerticalAlignment 双端
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public WidgetTextVerticalAlignment VerticalAlignment { get; set; }DisplayValueAsInteger 双端
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public bool DisplayValueAsInteger { get; set; }Displays numeric values without decimal places.
ReadValueAsInteger 双端
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public bool ReadValueAsInteger { get; set; }Reads the stored value as an integer payload instead of a floating-point number.
TextPrefix 双端
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public string? TextPrefix { get; set; }TextSuffix 双端
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public string? TextSuffix { get; set; }Stroke 双端
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public int Stroke { get; set; }StrokeColor 双端
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public Color? StrokeColor { get; set; }Link 双端
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public new IGameLink<GameDataWidgetText> Link { get; }RulerScheme 双端
命名空间 GameCore.Display.Data
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public sealed class RulerScheme构造函数
RulerScheme 双端
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public RulerScheme()属性
Skin 双端
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public Texture? Skin { get; set; }Color 双端
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public Color? Color { get; set; }Gap 双端
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public float Gap { get; set; }Level 双端
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public float Level { get; set; }Thickness 双端
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public float Thickness { get; set; }ShortHeightScale 双端
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public float ShortHeightScale { get; set; }LongHeightScale 双端
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public float LongHeightScale { get; set; }Interval 双端
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public int Interval { get; set; }WidgetAnimationSegment 双端
命名空间 GameCore.Display.Data
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public sealed class WidgetAnimationSegment构造函数
WidgetAnimationSegment 双端
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public WidgetAnimationSegment()属性
Duration 双端
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public TimeSpan Duration { get; set; }ControlPoints 双端
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public List<Vector2> ControlPoints { get; set; }Start 双端
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public WidgetAnimationState Start { get; set; }End 双端
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public WidgetAnimationState End { get; set; }WidgetAnimationSequence 双端
命名空间 GameCore.Display.Data
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public sealed class WidgetAnimationSequence构造函数
WidgetAnimationSequence 双端
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public WidgetAnimationSequence()属性
Sequence 双端
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public List<WidgetAnimationSegment> Sequence { get; set; }WidgetAnimationState 双端
命名空间 GameCore.Display.Data
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public sealed class WidgetAnimationState构造函数
WidgetAnimationState 双端
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public WidgetAnimationState()属性
T 双端
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public float T { get; set; }Alpha 双端
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public float? Alpha { get; set; }Scale 双端
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public Vector2? Scale { get; set; }WidgetBorder 双端
命名空间 GameCore.Display.Data
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public sealed class WidgetBorder构造函数
WidgetBorder 双端
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public WidgetBorder()属性
Left 双端
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public float Left { get; set; }Top 双端
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public float Top { get; set; }Right 双端
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public float Right { get; set; }Bottom 双端
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public float Bottom { get; set; }WidgetPropertyBinding 双端
命名空间 GameCore.Display.Data
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public sealed class WidgetPropertyBindingBinds a widget value to one unit property source.
备注
If more than one field is set, serialization uses the first non-null value in this order: Property, Vital, then UnitField.
构造函数
WidgetPropertyBinding 双端
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public WidgetPropertyBinding()属性
Property 双端
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public IGameLink<GameDataUnitProperty>? Property { get; set; }GameData-defined unit property, such as max health.
Vital 双端
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public PropertyVital? Vital { get; set; }Unit vital value, such as current or max health.
UnitField 双端
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public PropertyUnit? UnitField { get; set; }Unit field identified by a PropertyUnit value, including framework-defined and user-extended entries.
备注
Extended PropertyUnit values can be provided by user code, so the widget binding cannot infer their payload type. If the bound unit field is text or an image path, write the property value as UTF8String instead of String so the native status bar reads valid UTF8 bytes.
WidgetRect 双端
命名空间 GameCore.Display.Data
csharp
public sealed class WidgetRect构造函数
WidgetRect 双端
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public WidgetRect()属性
X 双端
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public float X { get; set; }Y 双端
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public float Y { get; set; }Width 双端
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public float Width { get; set; }Height 双端
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public float Height { get; set; }WidgetSkin 双端
命名空间 GameCore.Display.Data
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public sealed class WidgetSkin构造函数
WidgetSkin 双端
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public WidgetSkin()属性
Texture 双端
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public Texture? Texture { get; set; }Color 双端
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public Color? Color { get; set; }WidgetTextHorizontalAlignment 双端
命名空间 GameCore.Display.Data
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public enum WidgetTextHorizontalAlignment枚举值
LeftCenterRight
WidgetTextVerticalAlignment 双端
命名空间 GameCore.Display.Data
csharp
public enum WidgetTextVerticalAlignment枚举值
TopCenterBottom