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using UnityEngine.UI;
namespace UnityEngine.Rendering.UI
{
/// <summary>
/// DebugUIHandler for group widget.
/// </summary>
public class DebugUIHandlerGroup : DebugUIHandlerWidget
{
/// <summary>Name of the group.</summary>
public Text nameLabel;
/// <summary>Header of the group.</summary>
public Transform header;
DebugUI.Container m_Field;
DebugUIHandlerContainer m_Container;
internal override void SetWidget(DebugUI.Widget widget)
{
base.SetWidget(widget);
m_Field = CastWidget<DebugUI.Container>();
m_Container = GetComponent<DebugUIHandlerContainer>();
if (m_Field.hideDisplayName)
header.gameObject.SetActive(false);
else
nameLabel.text = m_Field.displayName;
}
/// <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)
{
if (!fromNext && !m_Container.IsDirectChild(previous))
{
var lastItem = m_Container.GetLastItem();
DebugManager.instance.ChangeSelection(lastItem, false);
return true;
}
return false;
}
/// <summary>
/// Next implementation.
/// </summary>
/// <returns>Next widget UI handler, parent if there is none.</returns>
public override DebugUIHandlerWidget Next()
{
if (m_Container == null)
return base.Next();
var firstChild = m_Container.GetFirstItem();
if (firstChild == null)
return base.Next();
return firstChild;
}
}
}