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UIRewardPointsMeter

A UIControl that displays the a players progress towards the daily Reward Points cap. Inherits from UIControl.

Properties

Property Name Return Type Description Tags
isHittable boolean When set to true, this control can receive input from the cursor and blocks input to controls behind it. When set to false, the cursor ignores this control and can interact with controls behind it. Read-Write

Functions

Function Name Return Type Description Tags
GetCurrentTouchIndex() integer Returns the touch index currently interacting with this control. Returns nil if the control is not currently being interacted with. Client-Only

Events

Event Name Return Type Description Tags
touchStartedEvent Event<UIRewardPointsMeter, Vector2 location, integer touchIndex> Fired when the player starts touching the control on a touch input device. Parameters are the screen location of the touch and a touch index used to distinguish between separate touches on a multitouch device. Client-Only
touchStoppedEvent Event<UIRewardPointsMeter, Vector2 location, integer touchIndex> Fired when the player stops touching the control on a touch input device. Parameters are the screen location from which the touch was released and a touch index used to distinguish between separate touches on a multitouch device. Client-Only
tappedEvent Event<UIRewardPointsMeter, Vector2 location, integer touchIndex> Fired when the player taps the control on a touch input device. Parameters are the screen location of the tap and the touch index with which the tap was performed. Client-Only
flickedEvent Event<UIRewardPointsMeter, number angle> Fired when the player performs a quick flicking gesture on the control on a touch input device. The angle parameter indicates the direction of the flick. 0 indicates a flick to the right. Values increase in degrees counter-clockwise, so 90 indicates a flick straight up, 180 indicates a flick to the left, etc. Client-Only
pinchStartedEvent Event<UIRewardPointsMeter> Fired when the player begins a pinching gesture on the control on a touch input device. Input.GetPinchValue() may be polled during the pinch gesture to determine how far the player has pinched. Client-Only
pinchStoppedEvent Event<UIRewardPointsMeter> Fired when the player ends a pinching gesture on a touch input device. Client-Only
rotateStartedEvent Event<UIRewardPointsMeter> Fired when the player begins a rotating gesture on the control on a touch input device. Input.GetRotateValue() may be polled during the rotate gesture to determine how far the player has rotated. Client-Only
rotateStoppedEvent Event<UIRewardPointsMeter> Fired when the player ends a rotating gesture on a touch input device. Client-Only

Examples

Example using:

GetTouchPosition

GetPinchValue

GetRotateValue

pinchStartedEvent

pinchStoppedEvent

rotateStartedEvent

rotateStoppedEvent

In this example we manipulate a UI object with a multi-touch pinching gesture. The pinch gesture is used to move, scale and rotate a the UI Text on screen.

-- Client Script as a child of the UI object.
local UI_OBJECT = script.parent

-- Make the UI Control hittable
UI_OBJECT.isHittable = true

local isPinching = false
local isRotating = false
local startingWidth
local startingHeight
local startingAngle

function Tick()
    -- Position
    local touch1 = Input.GetTouchPosition(1)
    local touch2 = Input.GetTouchPosition(2)

    if touch1 ~= nil and touch2 ~= nil then
        local position = (touch1 + touch2) / 2

        UI_OBJECT:SetAbsolutePosition(position)
    end

    -- Scale
    if isPinching then
        local pinchPercent = Input.GetPinchValue()

        UI_OBJECT.width = CoreMath.Round(startingWidth * pinchPercent)
        UI_OBJECT.height = CoreMath.Round(startingHeight * pinchPercent)
    end

    -- Rotate
    if isRotating then
        local angle = Input.GetRotateValue()

        UI_OBJECT.rotationAngle = startingAngle + angle
    end
end

-- Detect pinch gesture start/end
UI_OBJECT.pinchStartedEvent:Connect(function()
    isPinching = true
    startingWidth = UI_OBJECT.width
    startingHeight = UI_OBJECT.height
end)

UI_OBJECT.pinchStoppedEvent:Connect(function()
    isPinching = false
end)

-- Detect rotation gesture start/end
UI_OBJECT.rotateStartedEvent:Connect(function()
    isRotating = true
    startingAngle = UI_OBJECT.rotationAngle
end)

UI_OBJECT.rotateStoppedEvent:Connect(function()
    isRotating = false
end)

See also: UIControl.SetAbsolutePosition | UIRewardPointsMeter.isHittable | CoreObject.parent | CoreMath.Round


Example using:

tappedEvent

flickedEvent

In this example we listen for the tapped and flicked touch gestures on the UI object. When one of those events is triggered, the pertinent information is printed to the screen.

-- Client Script as a child of the UI object.
local UI_OBJECT = script.parent

-- Make the UI Control hittable
UI_OBJECT.isHittable = true

function OnTappedEvent(control, location, touchIndex)
    UI.PrintToScreen("Tap ".. touchIndex ..": ".. tostring(location))
end

function OnFlickedEvent(control, angle)
    UI.PrintToScreen("Flick: " .. angle)
end

UI_OBJECT.tappedEvent:Connect(OnTappedEvent)
UI_OBJECT.flickedEvent:Connect(OnFlickedEvent)

See also: UI.PrintToScreen | Event.Connect | UIRewardPointsMeter.isHittable


Example using:

touchStartedEvent

touchStoppedEvent

In this example, the touch inputs on the UI object are tracked in two different ways, with a counter and with a table. Each time the amount of touches change a summary of the touch information is printed to screen.

-- Client Script as a child of the UI object.
local UI_OBJECT = script.parent

-- Make the UI Control hittable
UI_OBJECT.isHittable = true

local touchCount = 0
local activeTouches = {}

function PrintTouchInfo()
    local str = touchCount .. ": ["
    local addComma = false

    for id,_ in pairs(activeTouches) do
        if addComma then
            str = str .. ", "
        end

        addComma = true
        str = str .. id
    end

    str = str .. "]"

    UI.PrintToScreen(str)
end

local function OnTouchStarted(control, location, touchId)
    touchCount = touchCount + 1
    activeTouches[touchId] = true

    PrintTouchInfo()
end

local function OnTouchStopped(control, location, touchId)
    touchCount = touchCount - 1
    activeTouches[touchId] = nil

    PrintTouchInfo()
end

UI_OBJECT.touchStartedEvent:Connect(OnTouchStarted)
UI_OBJECT.touchStoppedEvent:Connect(OnTouchStopped)

See also: UI.PrintToScreen | Event.Connect | UIRewardPointsMeter.isHittable



Dernière mise à jour: 5 juin 2022