UIToggle
Code examples to perform various interactions with the UIToggle
Get the native Toggle component
This example shows how to get a reference to the native Toggle component that is attached to the same GameObject as the UIToggle component. You don’t really need this reference, but should you have a particular use-case where you need it this is the way to get it.
using Doozy.Engine.UI; using UnityEngine; using UnityEngine.UI; public class ExampleClass : MonoBehaviour { public UIToggle MyToggle; private void Start() { Toggle toggle = MyToggle.Toggle; //get a reference to the native Toggle component attached to the same GameObject as the UIToggle component } }
Toggle On
Toggles the target UIToggle as On (checked)
using Doozy.Engine.UI; using UnityEngine; public class ExampleClass : MonoBehaviour { public UIToggle MyToggle; private void Start() { MyToggle.ToggleOn(); //OR MyToggle.IsOn = true; } }
Toggle Off
Toggles the target UIToggle as On (checked)
using Doozy.Engine.UI; using UnityEngine; public class ExampleClass : MonoBehaviour { public UIToggle MyToggle; private void Start() { MyToggle.ToggleOff(); //OR MyToggle.IsOn = false; } }
Is On
Check if the target UIToggle is On or Off (checked or unchecked)
using Doozy.Engine.UI; using UnityEngine; public class ExampleClass : MonoBehaviour { public UIToggle MyToggle; private void Start() { bool isOn = MyToggle.IsOn; Debug.Log("The UIToggle is " + (isOn ? "ON" : "OFF")); } }
Select toggle (to the EventSystem)
Set the target UIToggle as the selected object in the EventSystem
using Doozy.Engine.UI; using UnityEngine; public class ExampleClass : MonoBehaviour { public UIToggle MyToggle; private void Start() { MyToggle.SelectToggle(); } }
Deselect toggle (from the EventSystem)
Deselect the target UIToggle from the EventSystem (if selected)
using Doozy.Engine.UI; using UnityEngine; public class ExampleClass : MonoBehaviour { public UIToggle MyToggle; private void Start() { MyToggle.DeselectToggle(); } }
Deselect toggle (from the EventSystem) – after a set delay
Deselect the target UIToggle from the EventSystem (if selected), after a set delay.
using Doozy.Engine.UI; using UnityEngine; public class ExampleClass : MonoBehaviour { public UIToggle MyToggle; public float DeselectDelay = 3f; //3 seconds delay private void Start() { MyToggle.DeselectToggle(DeselectDelay); } }
Disable toggle
Disable the target UIToggle. This sets the Interactable property to false.
using Doozy.Engine.UI; using UnityEngine; public class ExampleClass : MonoBehaviour { public UIToggle MyToggle; private void Start() { MyToggle.DisableToggle(); } }
Disable toggle – for a set duration
Disable the target UIToggle for a set time duration. This sets the Interactable property to false (for a set duration).
using Doozy.Engine.UI; using UnityEngine; public class ExampleClass : MonoBehaviour { public UIToggle MyToggle; public float DisableDuration = 2f; //2 seconds private void Start() { MyToggle.DisableToggle(DisableDuration); } }
Enable toggle
Enable the target UIToggle. This sets the Interactable property to true.
using Doozy.Engine.UI; using UnityEngine; public class ExampleClass : MonoBehaviour { public UIToggle MyToggle; private void Start() { MyToggle.EnableToggle(); } }
Execute OnPointerEnter
Execute OnPointerEnter for the target UIToggle. Note that OnPointerEnter needs to be enabled for this to work.
using Doozy.Engine.UI; using UnityEngine; public class ExampleClass : MonoBehaviour { public UIToggle MyToggle; private void Start() { MyToggle.ExecutePointerEnter(); } }
Execute OnPointerExit
Execute OnPointerExit for the target UIToggle. Note that OnPointerExit needs to be enabled for this to work.
using Doozy.Engine.UI; using UnityEngine; public class ExampleClass : MonoBehaviour { public UIToggle MyToggle; private void Start() { MyToggle.ExecutePointerExit(); } }
Execute OnClick
Execute OnClick for the target UIToggle. Note that OnClick needs to be enabled for this to work.
using Doozy.Engine.UI; using UnityEngine; public class ExampleClass : MonoBehaviour { public UIToggle MyToggle; private void Start() { MyToggle.ExecuteClick(); } }
Execute OnSelected
Execute OnSelected for the target UIToggle. Note that OnSelected needs to be enabled for this to work.
using Doozy.Engine.UI; using UnityEngine; public class ExampleClass : MonoBehaviour { public UIToggle MyToggle; private void Start() { MyToggle.ExecuteOnButtonSelected(); } }
Execute OnDeselected
Execute OnDeselected for the target UIToggle. Note that Ondeslected needs to be enabled for this to work.
using Doozy.Engine.UI; using UnityEngine; public class ExampleClass : MonoBehaviour { public UIToggle MyToggle; private void Start() { MyToggle.ExecuteOnButtonDeselected(); } }
Has Label
Check if the target UIToggle has a label referenced. A label can be either a Text or a TextMeshPro component.
using Doozy.Engine.UI; using UnityEngine; public class ExampleClass : MonoBehaviour { public UIToggle MyToggle; private void Start() { bool hasLabel = MyToggle.HasLabel; Debug.Log("The target UIToggle " + (hasLabel ? "has" : "does not have") + " a label referenced."); } }
Set Label Text
If the target UIToggle has a label referenced (this can be either a Text or TextMeshPro component), the text value will get updated with the passed string.
using Doozy.Engine.UI; using UnityEngine; public class ExampleClass : MonoBehaviour { public UIToggle MyToggle; public string LabelText = "My Toggle Label"; private void Start() { MyToggle.SetLabelText(LabelText); } }
Is Interactable
Check if the target UIToggle is interactable. This value is linked to the native Toggle component that is attached to the same GameObject as the target UIToggle.
using Doozy.Engine.UI; using UnityEngine; public class ExampleClass : MonoBehaviour { public UIToggle MyToggle; private void Start() { bool isInteractable = MyToggle.Interactable; Debug.Log("The UIToggle is " + (isInteractable ? "interactable" : "not interactable")); } }
Is Selected
Check if the target UIToggle is selected by the EventSystem. This actually checks if the EventSystem.current.currentSelectedGameObject is the target UIToggle.
using Doozy.Engine.UI; using UnityEngine; public class ExampleClass : MonoBehaviour { public UIToggle MyToggle; private void Start() { bool isSelected = MyToggle.IsSelected; Debug.Log("The UIToggle is " + (isSelected ? "selected" : "not selected")); } }