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74 lines
2.3 KiB
74 lines
2.3 KiB
using UnityEngine.UI;
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namespace UnityEngine.Rendering.UI
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{
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/// <summary>
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/// DebugUIHandler for value widgets.
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/// </summary>
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public class DebugUIHandlerValue : DebugUIHandlerWidget
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{
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/// <summary>Name of the value field.</summary>
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public Text nameLabel;
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/// <summary>Value of the value field.</summary>
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public Text valueLabel;
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DebugUI.Value m_Field;
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/// <summary>
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/// An internal timer used by the value widget to determine when to refresh the displayed value.
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/// </summary>
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protected internal float m_Timer;
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static readonly Color k_ZeroColor = Color.gray;
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/// <summary>
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/// OnEnable implementation.
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/// </summary>
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protected override void OnEnable()
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{
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m_Timer = 0f;
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}
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internal override void SetWidget(DebugUI.Widget widget)
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{
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base.SetWidget(widget);
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m_Field = CastWidget<DebugUI.Value>();
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nameLabel.text = m_Field.displayName;
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}
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/// <summary>
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/// OnSelection implementation.
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/// </summary>
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/// <param name="fromNext">True if the selection wrapped around.</param>
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/// <param name="previous">Previous widget.</param>
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/// <returns>True if the selection is allowed.</returns>
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public override bool OnSelection(bool fromNext, DebugUIHandlerWidget previous)
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{
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nameLabel.color = colorSelected;
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valueLabel.color = colorSelected;
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return true;
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}
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/// <summary>
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/// OnDeselection implementation.
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/// </summary>
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public override void OnDeselection()
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{
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nameLabel.color = colorDefault;
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valueLabel.color = colorDefault;
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}
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void Update()
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{
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if (m_Timer >= m_Field.refreshRate)
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{
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var value = m_Field.GetValue();
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valueLabel.text = m_Field.FormatString(value);
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// De-emphasize zero values by switching to dark gray color
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if (value is float)
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valueLabel.color = (float)value == 0f ? k_ZeroColor : colorDefault;
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m_Timer -= m_Field.refreshRate;
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}
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m_Timer += Time.deltaTime;
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}
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}
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}
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