Class UITKCrosshair
UI Toolkit crosshair control. Shows or hides the crosshair based on the current mouse mode, and paints it in the shape, size and strength the player chose.
public class UITKCrosshair : UITKControl
- Inheritance
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ObjectComponentBehaviourMonoBehaviourUITKCrosshair
- 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
Visibility has two independent owners and both must agree for the crosshair to be drawn:
mouse mode hides it while the cursor is free, and the player's own
Enabled hides it always. They are kept as one
decision in FishMMO.Client.UITKCrosshair.ApplyVisibility() rather than as two callers racing to call
Show and Hide — with two, whichever fired last won, so turning the crosshair
off and then opening and closing the map brought it back.
Properties
Layer
Draw order tier for this panel. See UITKPanelLayer.
protected override UITKPanelLayer Layer { get; }
Property Value
Methods
OnDestroying()
Unsubscribes from the mouse mode toggle and the settings events.
public override void OnDestroying()
OnStarting()
Resolves the icon, subscribes to the mouse mode toggle and to the player's own crosshair settings, and paints the current state.
public override void OnStarting()
OnToggleMouseMode(bool)
Hides the crosshair when mouse mode is enabled, shows it otherwise.
public void OnToggleMouseMode(bool mouseModeEnabled)
Parameters
mouseModeEnabledboolTrue if mouse mode is enabled.