public void Start()
        {
            CC.OnPrinterSelectionModified           += CC_OnPrinterSelectionModified;
            CC.OnPresetSelectionModified            += CC_OnPresetSelectionModified;
            CC.Settings.OnSettingModified           += Settings_OnSettingModified;
            CC.PrinterDB.OnManufacturerListModified += OnManufacturerListModified;

            mfgDropDown = UnityUIUtil.FindDropDownAndAddHandlers("Manufacturer",
                                                                 () => { return(find_mfg_index(CC.PrinterDB.ActiveManufacturer)); },
                                                                 (intValue) => { select_mfg_by_index(intValue); });

            modelDropDown = UnityUIUtil.FindDropDownAndAddHandlers("Model",
                                                                   () => { return(find_model_index(CC.PrinterDB.ActiveMachine)); },
                                                                   (intValue) => { select_model_by_index(intValue); });

            presetDropDown = UnityUIUtil.FindDropDownAndAddHandlers("Preset",
                                                                    () => { return(find_preset_index(CC.PrinterDB.ActivePreset)); },
                                                                    (intValue) => { select_preset_by_index(intValue); });

            saveButton = UnityUIUtil.FindButtonAndAddClickHandler("PresetSaveButton", on_save_preset_clicked);
            UnityUIUtil.SetColors(saveButton, CotangentUI.ModifiedSettingColor, CotangentUI.DisabledButtonColor);
            resetButton = UnityUIUtil.FindButtonAndAddClickHandler("PresetResetButton", on_reset_preset_clicked);
            UnityUIUtil.SetColors(resetButton, CotangentUI.ModifiedSettingColor, CotangentUI.DisabledButtonColor);
            deleteButton = UnityUIUtil.FindButtonAndAddClickHandler("PresetDeleteButton", on_delete_preset_clicked);
            UnityUIUtil.SetColors(saveButton, CotangentUI.ModifiedSettingColor, CotangentUI.DisabledButtonColor);
            editButton = UnityUIUtil.FindButtonAndAddClickHandler("PresetEditButton", on_edit_preset_clicked);

            panel_requires_update = true;
        }
    public void Start()
    {
        // Machine Settings panel
        CC.ObjSettings.OnNewSettings     += Settings_OnNewSettings;
        CC.ObjSettings.OnSettingModified += Settings_OnSettingModified;

        objectType = UnityUIUtil.FindDropDownAndAddHandlers(Panel, "ObjectTypeDropDown",
                                                            () => { return(CC.ObjSettings.ObjectTypeInt); },
                                                            (intValue) => { CC.ObjSettings.ObjectTypeInt = intValue; },
                                                            (int)PrintMeshSettings.ObjectTypes.Solid, (int)PrintMeshSettings.ObjectTypes.Ignored);

        noVoids = UnityUIUtil.FindToggleAndConnectToSource(Panel, "NoVoidsToggle",
                                                           () => { return(CC.ObjSettings.NoVoids); },
                                                           (boolValue) => { CC.ObjSettings.NoVoids = boolValue; });

        shellOnly = UnityUIUtil.FindToggleAndConnectToSource(Panel, "ShellOnlyToggle",
                                                             () => { return(CC.ObjSettings.OuterShellOnly); },
                                                             (boolValue) => { CC.ObjSettings.OuterShellOnly = boolValue; });

        openMeshMode = UnityUIUtil.FindDropDownAndAddHandlers(Panel, "OpenMeshesDropDown",
                                                              () => { return(CC.ObjSettings.OpenModeInt); },
                                                              (intValue) => { CC.ObjSettings.OpenModeInt = intValue; },
                                                              (int)PrintMeshSettings.OpenMeshModes.Default, (int)PrintMeshSettings.OpenMeshModes.Ignored);

        clearance = UnityUIUtil.FindInputAndAddFloatHandlers(this.gameObject, "ClearanceInputField",
                                                             () => { return((float)CC.ObjSettings.Clearance); },
                                                             (floatValue) => { CC.ObjSettings.Clearance = Math.Round(floatValue, 3); }, -100.0f, 100.0f);
        clearanceRow = clearance.transform.parent.gameObject;

        offsetxy = UnityUIUtil.FindInputAndAddFloatHandlers(this.gameObject, "XYOffsetInputField",
                                                            () => { return((float)CC.ObjSettings.OffsetXY); },
                                                            (floatValue) => { CC.ObjSettings.OffsetXY = Math.Round(floatValue, 3); }, -100.0f, 100.0f);
        offsetxyRow = offsetxy.transform.parent.gameObject;

        autoReload = UnityUIUtil.FindToggleAndConnectToSource(Panel, "AutoUpdateToggle",
                                                              () => { return(CC.ObjSettings.AutoReloadChanges); },
                                                              (boolValue) => { CC.ObjSettings.AutoReloadChanges = boolValue; });
        autoReload.interactable = false;
    }
Exemple #3
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        public void Start()
        {
            CC.Settings.OnNewSettings     += Settings_OnNewSettings;
            CC.Settings.OnSettingModified += Settings_OnSettingModified;

            layerHeight = UnityUIUtil.FindInputAndAddFloatHandlers(this.gameObject, "LayerHeightInputField",
                                                                   () => { return((float)CC.Settings.LayerHeightMM); },
                                                                   (floatValue) => { CC.Settings.LayerHeightMM = Math.Round(floatValue, 5); }, 0.01f, 10.0f);

            infill = UnityUIUtil.FindInputAndAddFloatHandlers(this.gameObject, "InfillSpacingInputField",
                                                              () => { return((float)CC.Settings.InfillStepX); },
                                                              (floatValue) => { CC.Settings.InfillStepX = Math.Round(floatValue, 5); }, 1.0f, 9999.0f);

            shells = UnityUIUtil.FindInputAndAddIntHandlers(this.gameObject, "ShellsInputField",
                                                            () => { return(CC.Settings.OuterShells); },
                                                            (intValue) => { CC.Settings.OuterShells = intValue; }, 1, 1000);

            roofLayers = UnityUIUtil.FindInputAndAddIntHandlers(this.gameObject, "RoofLayersInputField",
                                                                () => { return(CC.Settings.RoofLayers); },
                                                                (intValue) => { CC.Settings.RoofLayers = intValue; }, 0, 999999);

            floorLayers = UnityUIUtil.FindInputAndAddIntHandlers(this.gameObject, "FloorLayersInputField",
                                                                 () => { return(CC.Settings.FloorLayers); },
                                                                 (intValue) => { CC.Settings.FloorLayers = intValue; }, 0, 999999);

            clipOverlaps = UnityUIUtil.FindToggleAndConnectToSource(this.gameObject, "ClipSelfOverlapsToggle",
                                                                    () => { return(CC.Settings.ClipSelfOverlaps); },
                                                                    (boolValue) => { CC.Settings.ClipSelfOverlaps = boolValue; });

            interiorSolidRegionShells = UnityUIUtil.FindInputAndAddIntHandlers(this.gameObject, "InteriorSolidRegionShellsInputField",
                                                                               () => { return(CC.Settings.InteriorSolidRegionShells); },
                                                                               (intValue) => { CC.Settings.InteriorSolidRegionShells = intValue; }, 0, 999999);

            openMeshMode = UnityUIUtil.FindDropDownAndAddHandlers(this.gameObject, "OpenMeshesDropDown",
                                                                  () => { return(CC.Settings.OpenModeInt); },
                                                                  (intValue) => { CC.Settings.OpenModeInt = intValue; }, (int)PrintSettings.OpenMeshMode.Clipped, (int)PrintSettings.OpenMeshMode.Ignored);
        }