protected override void InitMapConfig() { base.InitMapConfig(); // Select first wall material by default for (int i = 0; i < SegmentMaterialsToggles.Count; i++) { SegmentMaterialsToggles[i].isOn = i == 0; } // Select first roof material by default for (int i = 0; i < BorderMaterialsToggles.Count; i++) { BorderMaterialsToggles[i].isOn = i == 0; } // Style configuration has the material from default StyleConfiguration = ExampleDefaults.DefaultGameObjectOptions.SegmentStyle; // Initialize material to first option SegmentMaterial = SegmentMaterials.Count > 0 ? SegmentMaterials[0] : null; BorderMaterial = BorderMaterials.Count > 0 ? BorderMaterials[0] : null; SegmentWidthSlider.value = StyleConfiguration.Width; BorderWidthSlider.value = StyleConfiguration.BorderWidth; UpdateStyle(); }
///------------------------------------------------------------------------------------------------- /// <summary> Convert <see cref="Fomantic.Blazor.UI.SegmentStyle"/> to given class. </summary> /// /// <param name="style"> ContentSpace Value. </param> /// /// <returns> Given class from <paramref name="style"/> </returns> ///------------------------------------------------------------------------------------------------- public static string ToClass(SegmentStyle style) { return(style switch { SegmentStyle.Normal => string.Empty, SegmentStyle.Basic => BasicClass, SegmentStyle.Raised => RaisedClass, SegmentStyle.Stacked => StackedClass, SegmentStyle.TallStacked => TallStackedClass, SegmentStyle.Piled => PiledClass, _ => string.Empty, });
private void UpdateStyle() { StyleConfiguration = new SegmentStyle .Builder { Material = this.SegmentMaterial, Width = SegmentWidthSlider.value, BorderMaterial = this.BorderMaterial, BorderWidth = BorderWidthSlider.value } .Build(); }
protected override void InitMapConfig() { // Select first roof material by default for (int i = 0; i < FillMaterialsToggles.Count; i++) { FillMaterialsToggles[i].isOn = i == 0; } StyleConfiguration = ExampleDefaults.DefaultGameObjectOptions.AreaWaterStyle; OutlineStyleConfiguration = ExampleDefaults.DefaultGameObjectOptions.SegmentStyle; if (AreaWaterFillMaterials != null && AreaWaterFillMaterials.Count > 0) { FillMaterial = AreaWaterFillMaterials[0]; } UpdateStyle(); }