Bind
Using the Bind
attribute, you can associate a Lua variable with a UI element, such as a text label, image, button, or input field. This feature enables you to synchronize data between your Lua script and the UI elements in your game, creating dynamic and interactive user interfaces.
How to Bind UI Elements
To bind a UI element to a Lua variable, you need to use the Bind
attribute followed by the variable declaration. This attribute tells the Studio Editor to display the variable in the Inspector panel and link it to the specified UI element.
Here's an example of binding a UI element to a Lua variable:
--!Bind
local myLabel : UILabel = nil
myLabel:SetPrelocalizedText("I am a UILabel")
In this example, myLabel
is a Lua variable bound to a UILabel
UI element. By adding the Bind
attribute before the variable declaration, you can link myLabel
to the UILabel
UI element in the Inspector panel.
The myLabel
variables must match the type of the UI element you want to bind. For example, if you want to bind a text label, you should use the UILabel
type. Similarly, for an image, you should use the UIImage
type.
<hr:UILuaView class="my-ui" picking-mode="Ignore">
<hr:UILabel name="myLabel" picking-mode="Ignore">
</hr:UILabel>
</hr:UILuaView>
In this example you can see the UILabel
element with the name myLabel
that is bound to the myLabel
variable in the Lua script.
Conclusion
By using the Bind
attribute, you can establish a connection between Lua variables and UI elements in your game. This feature simplifies the process of managing and updating UI elements, enabling you to create dynamic and interactive user interfaces that enhance the player experience.