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using UnityEngine.UI;
namespace UnityEngine.Rendering.UI
{
/// <summary>
/// DebugUIHandler for float widget.
/// </summary>
public class DebugUIHandlerFloatField : DebugUIHandlerWidget
{
/// <summary>Name of the enum field.</summary>
public Text nameLabel;
/// <summary>Value of the enum field.</summary>
public Text valueLabel;
DebugUI.FloatField m_Field;
internal override void SetWidget(DebugUI.Widget widget)
{
base.SetWidget(widget);
m_Field = CastWidget<DebugUI.FloatField>();
nameLabel.text = m_Field.displayName;
UpdateValueLabel();
}
/// <summary>
/// OnSelection implementation.
/// </summary>
/// <param name="fromNext">True if the selection wrapped around.</param>
/// <param name="previous">Previous widget.</param>
/// <returns>True if the selection is allowed.</returns>
public override bool OnSelection(bool fromNext, DebugUIHandlerWidget previous)
{
nameLabel.color = colorSelected;
valueLabel.color = colorSelected;
return true;
}
/// <summary>
/// OnDeselection implementation.
/// </summary>
public override void OnDeselection()
{
nameLabel.color = colorDefault;
valueLabel.color = colorDefault;
}
/// <summary>
/// OnIncrement implementation.
/// </summary>
/// <param name="fast">True if incrementing fast.</param>
public override void OnIncrement(bool fast)
{
ChangeValue(fast, 1);
}
/// <summary>
/// OnDecrement implementation.
/// </summary>
/// <param name="fast">Trye if decrementing fast.</param>
public override void OnDecrement(bool fast)
{
ChangeValue(fast, -1);
}
void ChangeValue(bool fast, float multiplier)
{
float value = m_Field.GetValue();
value += m_Field.incStep * (fast ? m_Field.incStepMult : 1f) * multiplier;
m_Field.SetValue(value);
UpdateValueLabel();
}
void UpdateValueLabel()
{
valueLabel.text = m_Field.GetValue().ToString("N" + m_Field.decimals);
}
}
}