Class UITKFactions
UI Toolkit factions panel. Renders each known faction as a row with icon, name, description, a coloured standing bar, and the numeric standing value. Standing colour reflects positive/neutral/negative reputation.
public class UITKFactions : UITKCharacterControl
- Inheritance
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ObjectComponentBehaviourMonoBehaviourUITKFactions
- 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
Methods
ClearAll()
Removes all faction rows.
public void ClearAll()
FactionController_OnUpdateFaction(ICharacter, Faction)
Creates or updates the row for a faction whose standing changed.
public void FactionController_OnUpdateFaction(ICharacter character, Faction faction)
Parameters
characterICharacterThe character whose faction changed.
factionFactionThe faction data.
OnDestroying()
Unsubscribes from events and clears all rows when the control is destroyed.
public override void OnDestroying()
OnPostSetCharacter()
Subscribes to faction updates and rebuilds every row from the character's data.
public override void OnPostSetCharacter()
OnPreSetCharacter()
Drops the faction subscription and the rows built against the previous tree.
public override void OnPreSetCharacter()
Remarks
The Pre half is what makes re-initialisation idempotent. OnAfterStarting runs
OnPreSetCharacter then OnPostSetCharacter on every tree rebuild, and this
panel's unsubscribe used to live in OnPreUnsetCharacter() instead — a
method that path never calls. The result was one extra subscription to a static event
per reopen.
The rows go too: they belong to the tree that has just been replaced, and keeping them would leave the panel correctly wired and completely empty.
OnPreUnsetCharacter()
Unsubscribes from faction update events and clears rows before the character is unset.
public override void OnPreUnsetCharacter()
OnQuitToLogin()
Clears all faction rows when quitting to login.
public override void OnQuitToLogin()
OnStarting()
Queries the faction list and subscribes to character/client lifecycle events.
public override void OnStarting()