Sink to display SpriteRenderer according to data. This class cannot be inherited.




format Apply format
key Sync key
spriteRenderer Apply target
VariableType.Sprite The sprite
VariableType.Skin The skin
VariableType.Dynamic The dynamic
sprite Sprite data
applyRelevantMask Apply the relevant mask automatically
resetOnDisable Data reset on disable
enableCancelOnLoadingModal The enable cancel on loaing modal
UIActionOnLoad.AutoRequestOnSync The automatic request on synchronize
UIActionOnLoad.ManuallyRequest The manually request
UIActionOnLoad.WaitRequestAndGetData The wait request and get data


keepAssetWhileShow Keep the asset without erasing while the image is displayed
source Reference source
variableType Type of value
skinSource Gets or sets the skin source.
skins Skin data when skin source is Component
skinPaths Skin path
assetType Asset type
showModalOnLoad The show modal on load
actionOnLoad Data loading type
fitOnLoad Image fit on load


FindInstance( ) Find instances
Validate( ) Callback method called when editing values in Unity Editor
OnEnable( ) Process on Enable
SetAdditionalSkins(System.Collections.Generic.List{mUniSm.Skin.Internal.SkinGroup},System.String[]) Sets the additional skins.
SetAdditionalSkins(System.String[]) Sets the additional skins.
GetActiveSkinList( ) Get a list of valid skins
Reset( ) Reset component
IsSet( ) Confirm whether data is set
IsError(UIDataItem,System.String) Check if there is an error
IsApplied( ) Determines whether this instance is applied.
Sync( ) Sync process.
Update( ) Process on Update
Load( ) Load a new data
OnDisable( ) Process on Disable
CheckUpdatedInternal(System.Int64) Checks the updated.
Focus( ) Focuses this instance.
Unfocus( ) Unfocuses this instance.
ShowInWhite( ) Shows the graphic in white.
ShowInUnwhite( ) Shows the normal graphic.