Image
More information can be found in the Unity API Reference and maybe in the Unity Manual.
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Static members
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Details
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class Image
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float alphaHitTestMinimumThreshold
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const Canvas canvas
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Color color
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const Material defaultMaterial
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const int depth
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float fillAmount
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bool fillCenter
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bool fillClockwise
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int fillOrigin
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const float flexibleHeight
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const float flexibleWidth
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const GameObject gameObject
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const bool hasBorder
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bool isMaskingGraphic
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const int layoutPriority
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const Texture mainTexture
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bool maskable
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Material material
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const Material materialForRendering
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const float minHeight
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const float minWidth
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Sprite overrideSprite
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const float pixelsPerUnit
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float pixelsPerUnitMultiplier
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const float preferredHeight
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const float preferredWidth
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bool preserveAspect
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Vector4 raycastPadding
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bool raycastTarget
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const RectTransform rectTransform
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Sprite sprite
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const Transform transform
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bool useSpriteMesh
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void CalculateLayoutInputHorizontal()
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void CalculateLayoutInputVertical()
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void CrossFadeAlpha(float alpha, float duration, bool ignoreTimeScale)
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void CrossFadeColor(Color targetColor, float duration, bool ignoreTimeScale, bool useAlpha)
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void CrossFadeColor(Color targetColor, float duration, bool ignoreTimeScale, bool useAlpha, bool useRGB)
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void Cull(Rect clipRect, bool validRect)
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void DisableSpriteOptimizations()
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Rect GetPixelAdjustedRect()
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void GraphicUpdateComplete()
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bool IsActive()
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bool IsDestroyed()
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void LayoutComplete()
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void OnAfterDeserialize()
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void OnBeforeSerialize()
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void OnCullingChanged()
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void RecalculateClipping()
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void RecalculateMasking()
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void SetAllDirty()
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void SetClipRect(Rect clipRect, bool validRect)
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void SetClipSoftness(Vector2 clipSoftness)
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void SetLayoutDirty()
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void SetMaterialDirty()
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void SetNativeSize()
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void SetRaycastDirty()
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void SetVerticesDirty()
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string ToString()
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static const Material defaultETC1GraphicMaterial
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static const Material defaultGraphicMaterial
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float alphaHitTestMinimumThreshold