using UnityEngine;
using UnityEngine.UI;
///
/// A simple UI controller to display light estimation information.
///
[RequireComponent(typeof(LightEstimation))]
public class LightEstimationUI : MonoBehaviour
{
[Tooltip("The UI Text element used to display the estimated brightness in the physical environment.")]
[SerializeField]
Text m_BrightnessText;
///
/// The UI Text element used to display the estimated brightness value.
///
public Text brightnessText
{
get { return m_BrightnessText; }
set { m_BrightnessText = brightnessText; }
}
[Tooltip("The UI Text element used to display the estimated color temperature in the physical environment.")]
[SerializeField]
Text m_ColorTemperatureText;
///
/// The UI Text element used to display the estimated color temperature in the scene.
///
public Text colorTemperatureText
{
get { return m_ColorTemperatureText; }
set { m_ColorTemperatureText = value; }
}
[Tooltip("The UI Text element used to display the estimated color correction value for the physical environment.")]
[SerializeField]
Text m_ColorCorrectionText;
///
/// The UI Text element used to display the estimated color correction value for the scene.
///
public Text colorCorrectionText
{
get { return m_ColorCorrectionText; }
set { m_ColorCorrectionText = value; }
}
void Awake()
{
m_LightEstimation = GetComponent();
}
void Update()
{
SetUIValue(m_LightEstimation.brightness, brightnessText);
SetUIValue(m_LightEstimation.colorTemperature, colorTemperatureText);
SetUIValue(m_LightEstimation.colorCorrection, colorCorrectionText);
}
void SetUIValue(T? displayValue, Text text) where T : struct
{
if (text != null)
text.text = displayValue.HasValue ? displayValue.Value.ToString(): k_UnavailableText;
}
const string k_UnavailableText = "Unavailable";
LightEstimation m_LightEstimation;
}