ChangeFrameEventLimit() private method

private ChangeFrameEventLimit ( int newLimit ) : void
newLimit int
return void
コード例 #1
0
        private void DrawPrevNextButtons(FrameDebuggerWindow frameDebugger, ref int newLimit)
        {
            bool wasEnabled = GUI.enabled;

            GUI.enabled = newLimit > 1;
            if (GUILayout.Button(FrameDebuggerStyles.TopToolbar.prevFrame, EditorStyles.toolbarButton))
            {
                frameDebugger.ChangeFrameEventLimit(newLimit - 1);
            }

            GUI.enabled = newLimit < FrameDebuggerUtility.count;
            if (GUILayout.Button(FrameDebuggerStyles.TopToolbar.nextFrame, EditorStyles.toolbarButtonRight))
            {
                frameDebugger.ChangeFrameEventLimit(newLimit + 1);
            }

            // If we had last event selected, and something changed in the scene so that
            // number of events is different - then try to keep the last event selected.
            if (m_PrevEventsLimit == m_PrevEventsCount)
            {
                if (FrameDebuggerUtility.count != m_PrevEventsCount && FrameDebuggerUtility.limit == m_PrevEventsLimit)
                {
                    frameDebugger.ChangeFrameEventLimit(FrameDebuggerUtility.count);
                }
            }

            m_PrevEventsLimit = FrameDebuggerUtility.limit;
            m_PrevEventsCount = FrameDebuggerUtility.count;

            GUI.enabled = wasEnabled;
        }
コード例 #2
0
        private void DrawEventLimitSlider(FrameDebuggerWindow frameDebugger, out int newLimit)
        {
            newLimit = 0;

            EditorGUI.BeginChangeCheck();

            bool wasEnabled = GUI.enabled;

            GUI.enabled = FrameDebuggerUtility.count > 1;
            newLimit    = EditorGUILayout.IntSlider(FrameDebuggerUtility.limit, 1, FrameDebuggerUtility.count, 1, EditorStyles.toolbarSlider);
            GUI.enabled = wasEnabled;

            if (EditorGUI.EndChangeCheck())
            {
                frameDebugger.ChangeFrameEventLimit(newLimit);
            }
        }