:DitoLand
Studio ManualAPI ReferenceVideo TutorialSample
  • DitoLand Developer
  • πŸ“šGlossary
  • πŸ₯³EVENT
    • 2024 λ©”νƒ€λ²„μŠ€ 개발자 κ²½μ§„λŒ€νšŒ
    • 🎊[μ’…λ£Œ] πŸ–₯ μ „λ‚¨κ΄€κ΄‘λ©”νƒ€λ²„μŠ€ μŠ€νƒ¬ν”„ νˆ¬μ–΄ 인증 이벀트
  • Notice
    • μ•½κ΄€ κ°œμ •(2024.06.17)
    • μ•½κ΄€ κ°œμ • (2024.03.04)
    • μ•½κ΄€ κ°œμ • (2023.08.25)
    • μ•½κ΄€ κ°œμ • (2022.12.14)
  • Manual
    • Studio
    • Resources
    • Studio Workflow Tips
    • NPC
    • NavMeshVolume
    • Land Teleport
    • Enterprise Account
    • Enterprise Studio Manual
    • Coroutine
    • AddTimeEvent
    • SaveUserData
    • Set Object Parameter
    • Toolbox Upload
    • Debugging (Breakpoint)
    • Gun Toy
    • Coupon / Event Key
    • Optimization
    • AI FSM
    • SpreadSheet
    • Mod Kit
    • AddReplicateValue / ConnectChangeEventFunction
    • Event Execution Order
    • WorldTree Search Filter
    • Object
    • Coordinate
    • Inworld Product
    • Management UserData & Leaderboard
    • Channel
    • World Event
    • Matchmaking
    • Collecting Game Logs
    • External Avatar
  • Coding Style
  • API Reference
    • Global
      • Variables
    • Lua
      • Built-in
      • NotSupport
    • Enums
      • AttachPoint
      • Bone
      • CharacterType
      • ChatCategoryType
      • ChatVisibleType
      • CollisionResponse
      • ControlMode
      • DivideTeamType
      • EventKeyState
      • InputMode
      • InventoryState
      • Key
      • KeyInputType
      • LuckyDrawOrderState
      • MaterialType
      • MediaStateType
      • ModeAnimStateType
      • ObjectSelectType
      • ObjectType
      • PathFollowingStatus
      • PointSpawnType
      • ProgressFillType
      • ProjectionType
      • QuickSlotState
      • ReplicateType
      • ScrollOrientationType
      • SimulatePhysicsType
      • SpawnType
      • TeamType
      • TeleportErrorType
      • TouchType
      • TransformPlayType
      • UIDisplayType
      • UIWidgetType
      • WidgetAnchorType
    • Common
      • BindEvent
      • Character
      • Collision
      • Color
      • CouponReturnData
      • DateTime
      • Environment
      • EventKeyReturnData
      • FactorPhysics
      • FiniteState
      • FiniteStateMachine
      • Game
      • GameStatisticsData
      • HitResult
      • Item
      • LandTransferData
      • Matrix
      • MouseHitResult
      • Object
      • Physics
      • ScriptPhase
      • TimeEvent
      • Track
      • Vector
      • WorldObject
    • Client
      • AnimStateBase
      • AnimStateMachine
      • AnimStateMachineSetting
      • BlendAnimationDataSetting
      • BlendAnimState
      • BlendAnimStateSetting
      • Button
      • Camera
      • CameraClient
      • Character
      • CharacterAnimationSetting
      • CharacterAppearanceSetting
      • CharacterBaseSetting
      • CharacterClient
      • CharacterSetting
      • Collider
      • Collision
      • DPad
      • Environment
      • FiniteStateMachine
      • Frame
      • FX
      • Game
      • GridBox
      • HyperLinkButton
      • Image
      • Input
      • InputGroup
      • InventoryBox
      • Item
      • ListView
      • LocalPlayer
      • Media
      • MediaView
      • NPC
      • ObjectGroup
      • ObjectNoneClient
      • PDFView
      • Physics
      • PointLight
      • ProgressBar
      • RemotePlayer
      • ScreenButton
      • ScreenUI
      • Script
      • ScrollBox
      • SequenceAnimState
      • SequenceAnimStateSetting
      • Sound
      • SpotLight
      • StaticMesh
      • SurfaceUI
      • Text
      • TextBox
      • UIScene
      • WebBrowser
      • WebForum
      • WidgetBase
      • YouTubeView
    • Server
      • Character
      • CharacterAnimationSetting
      • CharacterAppearanceSetting
      • CharacterBaseSetting
      • CharacterServer
      • CharacterSetting
      • Collider
      • Collision
      • Environment
      • FactorPhysics
      • FiniteStateMachine
      • FX
      • Game
      • Item
      • Media
      • NPC
      • Physics
      • Player
      • PointLight
      • Script
      • ScriptObjectGroup
      • ScriptObjectNoneServer
      • Sound
      • Spawner
      • SpawnPoint
      • SpawnPointGroup
      • SpotLight
      • StaticMesh
      • Team
      • UIScene
      • Widget
  • Tutorial
    • Script Tutorial
      • 슀크립트 심화 κ°•μ’Œ
        • 1. 슀크립트의 μ’…λ₯˜, 호좜 μˆœμ„œ, 호좜, 톡신
        • 2. 동기화, νŒŒλΌλ―Έν„°, μ˜ˆμ™Έμ‚¬ν•­
        • 3. λ””ν† λžœλ“œλ‘œ 루아 ν™œμš©ν•˜κΈ°
  • Sample
    • Scripting
    • Event
    • Collision & Physics
    • Transform
    • UI
    • Camera
    • Input
    • FX
    • Sound
  • Guide for Developers
    • Guide For Unity Developer
    • Guide For Roblox Developer
  • Release Note
    • Script Changes
      • 1.5.0 Map Changes
      • 1.2.0 Map Changes
      • 1.1.0 Map Changes
      • 1.0.0 Map Changes
      • 0.9.0 Map Changes
      • 0.7.0 Map Changes
      • 0.6.0 Map Changes
      • 0.5.0 Map Changes
      • 0.4.0 Map Changes
      • 0.3.0 Map Changes
      • 0.2.0 Map Changes
    • Known Issues
Powered by GitBook
On this page
  • UIScene
  • 이벀트
  • ν•¨μˆ˜
  • μ‚¬μš© κ°€λŠ₯ν•œ λΆ€λͺ¨ 였브젝트 κΈ°λŠ₯λ“€
  • 속성
  • 이벀트
  • ν•¨μˆ˜

Was this helpful?

  1. API Reference
  2. Client

UIScene

UIScene

ScreenUI 와 SurfaceUI 의 λΆ€λͺ¨ κ°μ²΄μž…λ‹ˆλ‹€.

이벀트

OnVisibleEvent

UIκ°€ λ³΄μ—¬μ§ˆ λ•Œ ν˜ΈμΆœλ˜λŠ” μ΄λ²€νŠΈμ—μš”. μ—°κ²°ν•¨μˆ˜ ν˜•μ‹μ€ function(UIScene), UIScene λŠ” λ³΄μ—¬μ§€λŠ” UIScene 객체 μž…λ‹ˆλ‹€.

-- μƒ˜ν”Œ --

local someUI = Workspace.ScreenUI

local function VisibleEvent(self)
    print(self.Name, " Visible!")
end
someUI.OnVisibleEvent:Connect(VisibleEvent)

someUI.Visible = true

OnUpdateEvent

UIκ°€ λ³΄μ—¬μ§€λŠ” λ™μ•ˆ λ§€ ν”„λ ˆμž„λ§ˆλ‹€ ν˜ΈμΆœλ˜λŠ” μ΄λ²€νŠΈμ—μš”. μ—°κ²°ν•¨μˆ˜ ν˜•μ‹μ€ function(UIScene, updateTime), UIScene 은 λ§€ ν”„λ ˆμž„λ§ˆλ‹€ ν˜ΈμΆœλ˜λŠ” UIScene 객체 , updateTime 은 number μž…λ‹ˆλ‹€.

-- μƒ˜ν”Œ --

local someUI = Workspace.ScreenUI

local function UpdateEvent(self)
    print(self.Name, " Update!")
end
someUI.OnUpdateEvent:Connect(UpdateEvent)

OnInVisibleEvent

UIκ°€ μ•ˆ λ³΄μ—¬μ§ˆ λ•Œ ν˜ΈμΆœλ˜λŠ” μ΄λ²€νŠΈμ—μš”. μ—°κ²°ν•¨μˆ˜ ν˜•μ‹μ€ function(UIScene), UIScene λŠ” μ•ˆ λ³΄μ—¬μ§€λŠ” 은 UIScene 객체 μž…λ‹ˆλ‹€.

-- μƒ˜ν”Œ --

local someUI = Workspace.ScreenUI

local function InVisibleEvent(self)
    print(self.Name, " InVisible!")
end
someUI.OnInVisibleEvent:Connect(InVisibleEvent)

someUI.Visible = false

ν•¨μˆ˜

void AddChildUIScene(string ChildUISceneName, UIScene ObjectUIScene)

(deprecate) AddChildUIWidget ν•¨μˆ˜λ‘œ μ΄μš©ν•˜μ„Έμš”.

void AddChildWidget(UIWidget ObjectWidget)

μžμ‹ UI μœ„μ ―μ„ μΆ”κ°€ν•  수 μžˆμ–΄μš”. (μžμ‹μœΌλ‘œ μΆ”κ°€ν•  UI μœ„μ ―)

-- μƒ˜ν”Œ --

local ScreenUI = Workspace.ScreenUI

ScreenUI.Image:AddChildUIWidget(Button)

void AddUIMove(string WidgetName, string TrackName, Vector Pos, number Time)

ν•΄λ‹Ή Sceneμ•ˆμ— μžˆλŠ” WidgetName의 이름을 κ°€μ§„ μœ„μ ―μ˜ 이동 λ³€ν™”λ₯Ό μΆ”κ°€ν•  수 μžˆμ–΄μš”. (이동 λ³€ν™”λ₯Ό 쀄 μœ„μ ― 이름, νŠΈλž™ 이름, 이동 Vector, λ³€ν™” μ™„λ£ŒκΉŒμ§€μ˜ μ‹œκ°„)

void AddUIRot(string WidgetName, string TrackName, float Rot, number Time)

ν•΄λ‹Ή Sceneμ•ˆμ— μžˆλŠ” WidgetName의 이름을 κ°€μ§„ μœ„μ ―μ˜ νšŒμ „ λ³€ν™”λ₯Ό μΆ”κ°€ν•  수 μžˆμ–΄μš”. (νšŒμ „ λ³€ν™”λ₯Ό 쀄 μœ„μ ― 이름, νŠΈλž™ 이름, νšŒμ „ float, λ³€ν™” μ™„λ£ŒκΉŒμ§€μ˜ μ‹œκ°„)

void AddUIScale(string WidgetName, string TrackName, float scale, number Time)

(deprecated)ν•΄λ‹Ή Sceneμ•ˆμ— μžˆλŠ” WidgetName의 이름을 κ°€μ§„ μœ„μ ―μ˜ 크기 λ³€ν™”λ₯Ό μΆ”κ°€ν•  수 μžˆμ–΄μš”. (μŠ€μΌ€μΌ λ³€ν™”λ₯Ό 쀄 μœ„μ ― 이름, νŠΈλž™ 이름, μŠ€μΌ€μΌ float, λ³€ν™” μ™„λ£ŒκΉŒμ§€μ˜ μ‹œκ°„)

void AddUISize(string WidgetName, string TrackName, Vector Size, number Time)

ν•΄λ‹Ή Sceneμ•ˆμ— μžˆλŠ” WidgetName의 이름을 κ°€μ§„ μœ„μ ―μ˜ 크기 λ³€ν™”λ₯Ό μΆ”κ°€ν•  수 μžˆμ–΄μš”. (크기 λ³€ν™”λ₯Ό 쀄 μœ„μ ― 이름, νŠΈλž™ 이름, 크기 Vector, λ³€ν™” μ™„λ£ŒκΉŒμ§€μ˜ μ‹œκ°„)

void AddUIOpacity(string WidgetName, string TrackName, float float, number Time)

ν•΄λ‹Ή Sceneμ•ˆμ— μžˆλŠ” WidgetName의 이름을 κ°€μ§„ μœ„μ ―μ˜ 투λͺ…도 λ³€ν™”λ₯Ό μΆ”κ°€ν•  수 μžˆμ–΄μš”. (투λͺ…도 λ³€ν™”λ₯Ό 쀄 μœ„μ ― 이름, νŠΈλž™ 이름, 투λͺ…도 κ°’, λ³€ν™” μ™„λ£ŒκΉŒμ§€μ˜ μ‹œκ°„)

void AddUIEmpty(stirng WidgetName, string TrackName, number Time)

ν•΄λ‹Ή Sceneμ•ˆμ— μžˆλŠ” WidgetName의 이름을 κ°€μ§„ μœ„μ ―μ˜ λ³€ν™˜ λŒ€κΈ° μ‹œκ°„μ„ μΆ”κ°€ν•  수 μžˆμ–΄μš”. (νŠΈλž™ 이름, λ³€ν™˜ λŒ€κΈ° μ‹œκ°„)

void PlayUIActionTrack(string TrackName, TransformPlayType Type, number PlayCount)

void StopUIActionTrack(string TrackName)

λ³€ν™˜ 컨트둀러λ₯Ό μ •μ§€μ‹œμΌœμš”. (μ •μ§€ ν•  νŠΈλž™ 이름)

void PauseUIActionTrack(string TrackName)

λ³€ν™˜ 컨트둀러λ₯Ό μΌμ‹œ μ •μ§€μ‹œμΌœμš”. (μΌμ‹œ μ •μ§€ ν•  νŠΈλž™ 이름)

void ResumeUIActionTrack(string TrackName)

λ³€ν™˜ 컨트둀러λ₯Ό λ‹€μ‹œ ν”Œλ ˆμ΄ν•΄μš”. (λ‹€μ‹œ ν”Œλ ˆμ΄ ν•  νŠΈλž™ 이름)

bool IsPlayingUIActionTrack(string TrackName)

ν•΄λ‹Ή TransformTrack이 ν”Œλ ˆμ΄ 쀑인지 확인할 수 μžˆμ–΄μš”. (확인 ν•  νŠΈλž™ 이름)

void ResetUIActionTrack(string TrackName)

ν•΄λ‹Ή TransformTrackλ₯Ό 적용되기 μ „μ˜ Transform으둜 λ¦¬μ…‹μ‹œμΌœμš”. (리셋 ν•  νŠΈλž™ 이름)

void RemoveUIActionTrack(String TrackName)

ν•΄λ‹Ή Track을 μ œκ±°ν•΄μš”. (제거 ν•  νŠΈλž™ 이름)

WidgetList FindWidgets(WidgetType Type)

ν•˜μœ„μ˜ μ˜€λΈŒμ νŠΈλ“€ 쀑 WidgetType 에 ν•΄λ‹Ήν•˜λŠ” μœ„μ ― 리슀트λ₯Ό 얻을 수 μžˆμ–΄μš”.

-- μƒ˜ν”Œ --

local widgetList = Workspace.ScreenUI(Enum.UIWidgetType.Image)

for i = 1, #widgetList do --λ¦¬μŠ€νŠΈμ•žμ— #을 λΆ™μ—¬ 리슀트의 길이λ₯Ό κ°€μ Έμ˜¬ 수 μžˆμ–΄μš”.
    print(widgetList[i].Name)
end

μ‚¬μš© κ°€λŠ₯ν•œ λΆ€λͺ¨ 였브젝트 κΈ°λŠ₯λ“€

속성

이름

μ„€λͺ…

객체 ν™œμ„±ν™” μ—¬λΆ€

객체의 Matrix

객체의 Local Transform

객체의 μœ„μΉ˜ Vector

객체의 λ‘œμ»¬μ’Œν‘œ Vector

객체의 νšŒμ „ Vector

객체의 둜컬 νšŒμ „ Vector

객체의 크기 Vector

객체의 κ°€μ‹œμ„±

이벀트

이름

μ„€λͺ…

생성 ν›„ λ§€ ν”„λ ˆμž„λ§ˆλ‹€ ν˜ΈμΆœλ˜λŠ” μ΄λ²€νŠΈμ—μš”. μ—°κ²°ν•¨μˆ˜ ν˜•μ‹μ€ function(updateTime), updateTime 은 number μž…λ‹ˆλ‹€.

μ‚­μ œλ  λ•Œ ν˜ΈμΆœλ˜λŠ” μ΄λ²€νŠΈμ—μš”. μ—°κ²°ν•¨μˆ˜ ν˜•μ‹μ€ function() μž…λ‹ˆλ‹€.

Enable λ λ•Œ ν˜ΈμΆœλ˜λŠ” μ΄λ²€νŠΈμ—μš”. μ—°κ²°ν•¨μˆ˜ ν˜•μ‹μ€ function() μž…λ‹ˆλ‹€.

Disable λ λ•Œ ν˜ΈμΆœλ˜λŠ” μ΄λ²€νŠΈμ—μš”. μ—°κ²°ν•¨μˆ˜ ν˜•μ‹μ€ function() μž…λ‹ˆλ‹€.

ν•¨μˆ˜

이름

μ„€λͺ…

객체의 ν‚€ 값을 얻을 수 μžˆμ–΄μš”.

ν˜„μž¬ λ§€νŠΈλ¦­μŠ€μ—μ„œ μ„€μ • 된 맀트릭슀둜 보간이 λ˜λŠ” 맀트릭슀λ₯Ό μ„€μ •ν•  수 μžˆμ–΄μš” μ„€μ •ν•  수 μžˆμ–΄μš”. (Matrix κ°’, bool 좩돌 처리 μ—¬λΆ€)

ν˜„μž¬ λ§€νŠΈλ¦­μŠ€μ—μ„œ μ„€μ • 된 맀트릭슀둜 보간이 λ˜λŠ” 맀트릭슀λ₯Ό λ‘œμ»¬μ’Œν‘œκΈ°μ€€μœΌλ‘œ μ„€μ •ν•  수 μžˆμ–΄μš” μ„€μ •ν•  수 μžˆμ–΄μš”. (Matrix κ°’, bool 좩돌 처리 μ—¬λΆ€)

μˆœκ°„μ΄λ™ ν•˜λŠ” 맀트릭슀λ₯Ό μ„€μ •ν•  수 μžˆμ–΄μš”. (Matrix κ°’)

객체의 μœ„μΉ˜λ₯Ό μ„€μ •ν•  수 μžˆμ–΄μš”. (μ„€μ •ν•  μœ„μΉ˜ Vector κ°’, 좩돌 처리 μ—¬λΆ€)

객체의 tagλ₯Ό μ„€μ •ν•΄μš”. (μ„€μ •ν•  tag)

객체에 μ„€μ •λœ tagλ₯Ό 얻을 수 μžˆμ–΄μš”.

μœ μ €κ°€ μΆ”κ°€ν•œ 였브젝트 μ»€μŠ€ν…€ μ΄λ²€νŠΈμ— ν•¨μˆ˜λ₯Ό μ—°κ²°ν•  수 μžˆμ–΄μš”. (이벀트 이름, μ—°κ²° ν•¨μˆ˜)

μ˜€λΈŒμ νŠΈκ°€ ν•΄λ‹Ήν•˜λŠ” μœ„μΉ˜λ₯Ό λ°”λΌλ³΄κ²Œ ν•  수 μžˆμ–΄μš”. (바라볼 μœ„μΉ˜ Vector)

PreviousTextBoxNextWebBrowser

Last updated 1 year ago

Was this helpful?

μ„€μ •λœ λ³€ν™˜ 컨트둀러 μ‹€ν–‰ν•΄μš”. (νŠΈλž™ 이름, , μ‹€ν–‰ 횟수)

Enum.TransformPlayType.νƒ€μž…
Enable
Transform
LocalTransform
Location
LocalLocation
Rotation
LocalRotation
Scale
Visible
OnUpdateEvent
OnDestroyEvent
OnEnableEvent
OnDisableEvent
GetKey
SetTransformWithCollisionCheck
SetLocalTransformWithCollisionCheck
Teleport
SetLocationWithCollisionCheck
SetTag
GetTag
ConnectEventFunction
LookAt