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static bool | ParseEnabled (out bool value, ConfigNode node, string valueName, string FieldUIControlName) |
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static bool | ParseFloat (out float value, ConfigNode node, string valueName, string FieldUIControlName, string errorNoValue) |
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static bool | ParseString (out string value, ConfigNode node, string valueName, string FieldUIControlName, string errorNoValue) |
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virtual void UI_Control.Load |
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ConfigNode |
node, |
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object |
host |
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) |
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inlinevirtual |
Reimplemented in UI_Toggle, UI_ScaleEdit, UI_MinMaxRange, UI_Vector2, UI_FloatEdit, UI_FloatRange, UI_FieldFloatRange, UI_ProgressBar, UI_ChooseOption, UI_Cycle, and UI_Label.
static bool UI_Control.ParseEnabled |
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out bool |
value, |
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ConfigNode |
node, |
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string |
valueName, |
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string |
FieldUIControlName |
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) |
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inlinestaticprotected |
static bool UI_Control.ParseFloat |
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out float |
value, |
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ConfigNode |
node, |
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string |
valueName, |
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string |
FieldUIControlName, |
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string |
errorNoValue |
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) |
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inlinestaticprotected |
static bool UI_Control.ParseString |
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out string |
value, |
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ConfigNode |
node, |
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string |
valueName, |
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string |
FieldUIControlName, |
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string |
errorNoValue |
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) |
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inlinestaticprotected |
virtual void UI_Control.Save |
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ConfigNode |
node, |
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object |
host |
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) |
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inlinevirtual |
Reimplemented in UI_Toggle, UI_MinMaxRange, UI_Vector2, UI_FloatRange, UI_ScaleEdit, UI_FieldFloatRange, UI_ProgressBar, UI_ChooseOption, UI_FloatEdit, UI_Cycle, and UI_Label.
void UI_Control.SetSceneVisibility |
( |
UI_Scene |
scene, |
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bool |
state |
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) |
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inline |
bool UI_Control.controlEnabled = true |
bool UI_Control.requireFullControl = false |
Does this require full, not just partial, control?
bool UI_Control.suppressEditorShipModified = false |
The documentation for this class was generated from the following file: