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using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(LightEstimation))]
public class LightEstimationUI : MonoBehaviour
{
[SerializeField]
Text m_BrightnessText;
public Text brightnessText
{
get { return m_BrightnessText; }
set { m_BrightnessText = brightnessText; }
}
[SerializeField]
Text m_ColorTemperatureText;
public Text colorTemperatureText
{
get { return m_ColorTemperatureText; }
set { m_ColorTemperatureText = value; }
}
[SerializeField]
Text m_ColorCorrectionText;
public Text colorCorrectionText
{
get { return m_ColorCorrectionText; }
set { m_ColorCorrectionText = value; }
}
LightEstimation m_LightEstimation;
const string k_UnavailableText = "Unavailable";
void Awake()
{
m_LightEstimation = GetComponent<LightEstimation>();
}
void Update()
{
SetUIValue(m_LightEstimation.brightness, brightnessText);
SetUIValue(m_LightEstimation.colorTemperature, colorTemperatureText);
SetUIValue(m_LightEstimation.colorCorrection, colorCorrectionText);
}
void SetUIValue<T>(T? displayValue, Text text) where T : struct
{
if (text != null)
text.text = displayValue.HasValue ? displayValue.Value.ToString()
: k_UnavailableText;
}
}