コード例 #1
0
        protected void AddDebugItemUI(DebugItem item, GameObject parent)
        {
#if UNITY_EDITOR
            // We don't want runtime only items even in the "player" debug menu if we are in the editor.
            if (item.runtimeOnly)
            {
                return;
            }
#endif
            if (item.editorOnly)
            {
                return;
            }

            DebugItemUI itemUI = item.handler.BuildGUI(parent);
            if (itemUI == null)
            {
                Debug.LogWarning(String.Format("DebugItemUI not provided for item {0} of type {1}.\n Did you implement BuildGUI for your custom Handler?", item.name, item.type));
            }
            else
            {
                m_ItemsUI.Add(itemUI);
            }
        }
コード例 #2
0
 public DebugUIntItemUI(GameObject parent, DebugItem debugItem, string name)
     : base(parent, debugItem, name)
 {
     UpdateText((int)(uint)m_DebugItem.GetValue());
 }
コード例 #3
0
 public DebugBoolItemUI(GameObject parent, DebugItem debugItem, string name)
     : base(parent, debugItem, name)
 {
     Update();
 }
コード例 #4
0
 protected DebugItemUI(DebugItem debugItem)
 {
     m_DebugItem = debugItem;
 }
コード例 #5
0
 public DebugIntegerItemUI(GameObject parent, DebugItem debugItem, string name)
     : base(parent, debugItem, name)
 {
 }
コード例 #6
0
 public void SetDebugItem(DebugItem item)
 {
     m_DebugItem = item;
 }
コード例 #7
0
 public void AddDebugItem(DebugItem debugItem)
 {
     m_Items.Add(debugItem);
     m_DebugPanelUI.RebuildGUI();
 }
コード例 #8
0
 public void RemoveDebugItem(DebugItem debugItem)
 {
     m_Items.Remove(debugItem);
     m_DebugPanelUI.RebuildGUI();
 }
コード例 #9
0
 public void Initialize(DebugItem item)
 {
     this.panelName = item.panelName;
     this.itemName  = item.name;
     m_DebugItem    = item;
 }
コード例 #10
0
 public DebugItemState FindDebugItemState(DebugItem item)
 {
     return(m_ItemStateList.Find(x => x.itemName == item.name && x.panelName == item.panelName));
 }