/// <summary> /// Draws the foldout symbol. /// </summary> /// <param name="unityInterface">The unity interface.</param> /// <param name="updatedFoldouts">The updated foldouts.</param> /// <param name="index">The index.</param> /// <param name="fullMethodDescriptionList">The full method description list.</param> public void DrawFoldoutSymbol(IUnityInterfaceWrapper unityInterface, bool[] updatedFoldouts, int index, List <FullMethodDescription> fullMethodDescriptionList) { bool thereAreParameters = false; foreach (FullMethodDescription fullMethodDescription in fullMethodDescriptionList) { if (fullMethodDescription.Parameters.Parameters.Length > 0) { thereAreParameters = true; } } if (thereAreParameters) { Rect rect = unityInterface.EditorGUILayoutGetControlRect(); updatedFoldouts[index] = unityInterface.EditorGUIFoldout(rect, updatedFoldouts[index], string.Empty); } else { Rect rect = unityInterface.EditorGUILayoutGetControlRect(); unityInterface.EditorGUIFoldout(rect, false, string.Empty, EditorStyles.label); } }
/// <summary> /// Draws the options. /// </summary> /// <param name="businessLogicData">The business logic data.</param> /// <param name="isStaticScenario">If set to <c>true</c> [is static scenario].</param> /// <param name="script">The script.</param> /// <param name="unityInterface">The unity interface.</param> /// <param name="bddComponents">The BDD components.</param> private void DrawOptions(RunnerEditorBusinessLogicData businessLogicData, bool isStaticScenario, BDDExtensionRunner script, IUnityInterfaceWrapper unityInterface, Component[] bddComponents) { Rect rect = unityInterface.EditorGUILayoutGetControlRect(); businessLogicData.OptionsFoldout = unityInterface.EditorGUIFoldout(rect, businessLogicData.OptionsFoldout, "Options"); if (businessLogicData.OptionsFoldout) { if (!isStaticScenario) { this.ForceRebuildParametersButton(script, bddComponents); } unityInterface.EditorGUILayoutSeparator(); this.ChooseBetweenUpdateAndFixedUpdate(script, this.unityIntefaceWrapper); float width = unityInterface.EditorGUIUtilityCurrentViewWidth(); int numberOfSeparatorChars = (int)width / 7; string text = string.Empty.PadLeft(numberOfSeparatorChars, '_'); unityInterface.EditorGUILayoutLabelFieldTruncate(text, width); } }