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