using UnityEngine.UI;
namespace UnityEngine.Rendering.UI
{
///
/// DebugUIHandler for float widget.
///
public class DebugUIHandlerFloatField : DebugUIHandlerWidget
{
/// Name of the enum field.
public Text nameLabel;
/// Value of the enum field.
public Text valueLabel;
DebugUI.FloatField m_Field;
internal override void SetWidget(DebugUI.Widget widget)
{
base.SetWidget(widget);
m_Field = CastWidget();
nameLabel.text = m_Field.displayName;
UpdateValueLabel();
}
///
/// OnSelection implementation.
///
/// True if the selection wrapped around.
/// Previous widget.
/// True if the selection is allowed.
public override bool OnSelection(bool fromNext, DebugUIHandlerWidget previous)
{
nameLabel.color = colorSelected;
valueLabel.color = colorSelected;
return true;
}
///
/// OnDeselection implementation.
///
public override void OnDeselection()
{
nameLabel.color = colorDefault;
valueLabel.color = colorDefault;
}
///
/// OnIncrement implementation.
///
/// True if incrementing fast.
public override void OnIncrement(bool fast)
{
ChangeValue(fast, 1);
}
///
/// OnDecrement implementation.
///
/// Trye if decrementing fast.
public override void OnDecrement(bool fast)
{
ChangeValue(fast, -1);
}
void ChangeValue(bool fast, float multiplier)
{
float value = m_Field.GetValue();
value += m_Field.incStep * (fast ? m_Field.incStepMult : 1f) * multiplier;
m_Field.SetValue(value);
UpdateValueLabel();
}
void UpdateValueLabel()
{
valueLabel.text = m_Field.GetValue().ToString("N" + m_Field.decimals);
}
}
}