public Button RegisterToggleButton(string toggleName, string toolParamName)
        {
            Button button = UnityUIUtil.FindButtonAndAddToggleBehavior(this.gameObject, toggleName,
                                                                       () => { return(ActiveParameterSet.GetValueBool(toolParamName)); },
                                                                       (boolValue) => { ActiveParameterSet.SetValue(toolParamName, boolValue); },
                                                                       standard_update_toggle_button);

            TabOrder.Add(button);

            toggle_button_params.Add(new ToggleButtonParam()
            {
                widget = button, paramName = toolParamName
            });

            return(button);
        }
Exemple #2
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    // Use this for initialization
    public void Start()
    {
        var anybutton = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "ShowSlicesToggleButton", null);

        ColorBlock normalColor = anybutton.colors;
        ColorBlock onColor     = normalColor; onColor.normalColor = Colorf.LightGreen; onColor.highlightedColor = Colorf.LightGreen;
        ColorBlock offColor    = normalColor; offColor.normalColor = CotangentUI.DisabledButtonColor; offColor.highlightedColor = CotangentUI.DisabledButtonColor;

        frameButton = UnityUIUtil.FindButtonAndAddClickHandler(this.gameObject, "FrameToggle", on_frame_clicked);

        slicesButton = UnityUIUtil.FindButtonAndAddToggleBehavior(this.gameObject, "ShowSlicesToggleButton",
                                                                  () => { return(CC.Slicer.ShowSlicePolylines); },
                                                                  (bSet) => { CC.Slicer.ShowSlicePolylines = bSet; },
                                                                  (bVal, btn) => { btn.colors = (bVal) ? onColor : offColor; });

        pathsButton = UnityUIUtil.FindButtonAndAddToggleBehavior(this.gameObject, "ShowToolpathsToggle",
                                                                 () => { return(CC.Objects.ShowToolpaths); },
                                                                 (bSet) => { CC.Objects.ShowToolpaths = bSet; },
                                                                 (bVal, btn) => { btn.colors = (bVal) ? onColor : offColor; });

        clipPlaneButton = UnityUIUtil.FindButtonAndAddToggleBehavior(this.gameObject, "EnableClipPlaneToggle",
                                                                     () => { return(CCActions.ClipPlaneEnabled); },
                                                                     (bSet) => { CCActions.ClipPlaneEnabled = bSet; },
                                                                     (bVal, btn) => { btn.colors = (bVal) ? onColor : offColor; });

        wireframeButton = UnityUIUtil.FindButtonAndAddToggleBehavior(this.gameObject, "WireframeToggle",
                                                                     () => { return(CCActions.WireframeEnabled); },
                                                                     (bSet) => { CCActions.WireframeEnabled = bSet; },
                                                                     (bVal, btn) => { btn.colors = (bVal) ? onColor : offColor; }, true);

        boundariesButton = UnityUIUtil.FindButtonAndAddToggleBehavior(this.gameObject, "BoundariesToggle",
                                                                      () => { return(CC.MeshAnalysis.EnableMeshBoundaries); },
                                                                      (bSet) => { CC.MeshAnalysis.EnableMeshBoundaries = bSet; },
                                                                      (bVal, btn) => { btn.colors = (bVal) ? onColor : offColor; }, true);

        cavitiesButton = UnityUIUtil.FindButtonAndAddToggleBehavior(this.gameObject, "CavitiesToggle",
                                                                    () => { return(CC.MeshAnalysis.EnableCavities); },
                                                                    (bSet) => { CC.MeshAnalysis.EnableCavities = bSet; },
                                                                    (bVal, btn) => { btn.colors = (bVal) ? onColor : offColor; }, true);
    }