Game.UI.Widgets.UIntInputField
Assembly:
Game (type defined in the game's UI assembly; may appear in Assembly-CSharp/Game.dll depending on build)
Namespace:
Game.UI.Widgets
Type:
public class
Base:
UIntField
Summary:
A concrete UI input field class for unsigned integer values. UIntInputField does not add any members or behavior of its own; it exists as a specialized/instantiable type that reuses the functionality implemented in its base class, UIntField. Use this class when you need an unsigned-integer text/input control in the game's UI hierarchy or when a distinct type is useful for serialization, styling, or inspector selection.
Fields
- This class does not declare any fields.
All fields (if any) are inherited from the base class, UIntField. See that class for implementation details and backing storage.
Properties
- This class does not declare any properties.
Use the properties provided by UIntField (for example value/Value, min/max constraints, change events — names depend on the UIntField API).
Constructors
public UIntInputField()
Default parameterless constructor (compiler-provided if not explicitly declared). No additional initialization is performed by this class; initialization behavior is inherited from UIntField or performed by the UI framework when the element is created/added to a parent.
Methods
- This class does not declare any methods.
All behavior and overridable lifecycle methods are defined on the base class, UIntField. To customize behavior, inherit from UIntInputField or override methods on UIntField.
Usage Example
// Example: create and configure a UIntInputField.
// Adjust property/event names to match the actual UIntField API in your modding environment.
var uintInput = new Game.UI.Widgets.UIntInputField();
uintInput.name = "PopulationLimitInput";
// Typical UIntField properties/event names may vary; replace with actual API:
// uintInput.Value = 0;
// uintInput.MinValue = 0;
// uintInput.MaxValue = 100000;
// uintInput.onValueChanged += (uint newVal) => Debug.Log($"New value: {newVal}");
// Add to parent UI container (API depends on the UI framework used by the game):
// parent.AddChild(uintInput);
Notes: - Since this class is an empty specialization of UIntField, consult UIntField's documentation/source to learn available properties, events, and lifecycle hooks you can use. - If you need custom behavior (validation, formatting, or additional UI), create a subclass that overrides the appropriate methods from UIntField or attach handlers to the field's events.