Class UITKCapturePoint
UI Toolkit implementation of the capture point objective readout.
Binds to UICapturePoint.uxml / UICapturePoint.uss.
public class UITKCapturePoint : UITKCharacterControl
- Inheritance
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ObjectComponentBehaviourMonoBehaviourUITKCapturePoint
- Inherited Members
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MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.destroyCancellationTokenMonoBehaviour.useGUILayoutMonoBehaviour.didStartMonoBehaviour.didAwakeMonoBehaviour.runInEditModeBehaviour.enabledBehaviour.isActiveAndEnabledComponent.GetComponent<T>()Component.TryGetComponent<T>(out T)Component.GetComponentInChildren<T>()Component.GetComponentsInChildren<T>()Component.GetComponentInParent<T>()Component.GetComponentsInParent<T>()Component.GetComponents<T>()Component.GetComponentIndex()Component.CompareTag(TagHandle)Component.transformComponent.transformHandleComponent.gameObjectComponent.tagObject.GetEntityId()Object.GetInstanceID()Object.GetHashCode()Object.InstantiateAsync<T>(T)Object.InstantiateAsync<T>(T, Transform)Object.InstantiateAsync<T>(T, Vector3, Quaternion)Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Scene)Object.Instantiate<T>(T, InstantiateParameters)Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.FindObjectsByType<T>()Object.FindObjectsByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
Remarks
Reads the same CapturePointUpdateBroadcast that ClientInteractableStateSystem writes onto the capture point component. The two are deliberately separate concerns: the system keeps the client's copy of the world correct for anything that inspects it — the target frame, world labels — while this draws the transient readout. Neither depends on the other having run.
It closes itself. A capture point emits an update only when something changes, so a quiet objective would otherwise leave a stale bar pinned to the screen for the rest of the session.
Methods
OnAfterShow()
Called at the end of Show(), against the tree the player will actually see. Override to write content that changes from one opening to the next.
protected override void OnAfterShow()
Remarks
This exists because "set the text, then Show" does not work and fails silently. UnityEngine.UIElements.UIDocument clones the UXML on enable, so a panel that fills in its message, list rows or icon before calling Show() writes into a tree that is thrown away microseconds later, and the player sees whatever the UXML declares — an empty dialog, a blank tooltip, a selector with no rows.
Distinct from OnAfterStarting(), which re-applies state after the tree is rebuilt. This one runs on every show, rebuilt tree or not.
OnAfterStarting()
Re-applies the character once the visual tree exists.
protected override void OnAfterStarting()
Remarks
World entry calls FishMMO.Client.UIManager.SetCharacter(FishMMO.Shared.Core.IPlayerCharacter) for every control at once, and
a control that starts hidden has no visual tree until something shows it — so
OnPostSetCharacter() can run before OnStarting has cached any
elements. Overrides that write into those elements would then dereference null, and
even a null-safe one would leave the panel showing nothing, because the only call
that had data already happened. Running it again here is what makes the two orders
equivalent.
OnClientSet()
Called when a Client is injected via SetClient(Client). Override to subscribe to client events.
public override void OnClientSet()
OnClientUnset()
Called when the Client is cleared via SetClient(Client). Override to unsubscribe from client events.
public override void OnClientUnset()
OnTick()
Hides the readout once the objective goes quiet.
protected override void OnTick()