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100 行
2.7 KiB

using System;
using UnityEngine.Assertions;
namespace UnityEngine.Experimental.Rendering
{
public partial class DebugUI
{
[Flags]
public enum Flags
{
None = 0,
EditorOnly = 1 << 1,
RuntimeOnly = 1 << 2,
ForceUpdate = 1 << 3
}
// Base class for all debug UI widgets
public abstract class Widget
{
// Set to null until it's added to a panel, be careful
protected Panel m_Panel;
public virtual Panel panel
{
get { return m_Panel; }
internal set { m_Panel = value; }
}
protected IContainer m_Parent;
public virtual IContainer parent
{
get { return m_Parent; }
internal set { m_Parent = value; }
}
public Flags flags { get; set; }
public string displayName { get; set; }
public string queryPath { get; private set; }
public bool isEditorOnly { get { return (flags & Flags.EditorOnly) != 0; } }
public bool isRuntimeOnly { get { return (flags & Flags.RuntimeOnly) != 0; } }
internal virtual void GenerateQueryPath()
{
queryPath = displayName.Trim();
if (m_Parent != null)
queryPath = m_Parent.queryPath + " -> " + queryPath;
}
public override int GetHashCode()
{
return queryPath.GetHashCode();
}
public void RemoveSelf()
{
if (parent != null)
parent.children.Remove(this);
}
}
// Any widget that can holds other widgets must implement this interface
public interface IContainer
{
ObservableList<Widget> children { get; }
string displayName { get; set; }
string queryPath { get; }
}
// Any widget that implements this will be considered for serialization (only if the setter
// is set and thus is not read-only)
public interface IValueField
{
object GetValue();
void SetValue(object value);
object ValidateValue(object value);
}
// Miscellaneous
public class Button : Widget
{
public Action action { get; set; }
}
public class Value : Widget
{
public Func<object> getter { get; set; }
// Runtime-only
public float refreshRate = 0.1f;
public object GetValue()
{
Assert.IsNotNull(getter);
return getter();
}
}
}
}