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); } }
public DebugUIntItemUI(GameObject parent, DebugItem debugItem, string name) : base(parent, debugItem, name) { UpdateText((int)(uint)m_DebugItem.GetValue()); }
public DebugBoolItemUI(GameObject parent, DebugItem debugItem, string name) : base(parent, debugItem, name) { Update(); }
protected DebugItemUI(DebugItem debugItem) { m_DebugItem = debugItem; }
public DebugIntegerItemUI(GameObject parent, DebugItem debugItem, string name) : base(parent, debugItem, name) { }
public void SetDebugItem(DebugItem item) { m_DebugItem = item; }
public void AddDebugItem(DebugItem debugItem) { m_Items.Add(debugItem); m_DebugPanelUI.RebuildGUI(); }
public void RemoveDebugItem(DebugItem debugItem) { m_Items.Remove(debugItem); m_DebugPanelUI.RebuildGUI(); }
public void Initialize(DebugItem item) { this.panelName = item.panelName; this.itemName = item.name; m_DebugItem = item; }
public DebugItemState FindDebugItemState(DebugItem item) { return(m_ItemStateList.Find(x => x.itemName == item.name && x.panelName == item.panelName)); }