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using System;
using UnityEditor;
using UnityEditor.UIElements;
using UnityEngine.UIElements;
namespace UnityEngine.Experimental.Perception.Randomization.Editor
{
class CategoricalOptionElement : VisualElement
{
int m_Index;
SerializedProperty m_CategoryProperty;
SerializedProperty m_ProbabilitiesProperty;
internal CategoricalOptionElement(
SerializedProperty categoryProperty,
SerializedProperty probabilitiesProperty)
{
m_CategoryProperty = categoryProperty;
m_ProbabilitiesProperty = probabilitiesProperty;
var template = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>(
$"{StaticData.uxmlDir}/Parameter/CategoricalOptionElement.uxml");
template.CloneTree(this);
}
// Called from categorical parameter
public void BindProperties(int i)
{
m_Index = i;
var indexLabel = this.Q<Label>("index-label");
indexLabel.text = $"[{m_Index}]";
var optionProperty = m_CategoryProperty.GetArrayElementAtIndex(i);
var option = this.Q<PropertyField>("option");
option.BindProperty(optionProperty);
var label = option.Q<Label>();
label.parent.Remove(label);
var probabilityProperty = m_ProbabilitiesProperty.GetArrayElementAtIndex(i);
var probability = this.Q<FloatField>("probability");
probability.isDelayed = true;
probability.labelElement.style.minWidth = 0;
probability.labelElement.style.marginRight = 4;
if (Application.isPlaying)
{
probability.value = probabilityProperty.floatValue;
probability.SetEnabled(false);
}
else
{
probability.SetEnabled(true);
probability.RegisterValueChangedCallback((evt) =>
{
if (evt.newValue < 0f)
probability.value = 0f;
});
probability.BindProperty(probabilityProperty);
}
}
}
}