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enum | GradientColor { COLOR1,
COLOR2,
COLOR3
} |
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enum | ConfigColor {
NONE,
HEATMAP_HIGH,
HEATMAP_MID,
HEATMAP_LOW,
GRAPH_HIGH,
GRAPH_MID,
GRAPH_LOW,
GRAPH_ZERO,
GRAPH_DEFAULT,
SELECTION,
NETWORK_POSITIVE_HIGH,
NETWORK_POSITIVE_LOW,
NETWORK_NEGATIVE_HIGH,
NETWORK_NEGATIVE_LOW,
VELOCITY_HIGH,
VELOCITY_LOW,
SKYBOX_TINT
} |
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virtual void | FinalizeChoice () |
| Finalizes the color selection. Should be called when the user is done selection a color to set the internal value. More...
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ReferenceManager | referenceManager |
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GradientColor | gradientColor |
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GameObject | gradient |
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ConfigColor | colorField |
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int | selectionToolColorIndex |
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void | OnValidate () |
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void | Start () |
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virtual Color | Color [get, set] |
| Updates the choice of color. Setting this property does not update the internal value. Make sure to call FinalizeChoice for that. More...
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◆ FinalizeChoice()
virtual void CellexalVR.DesktopUI.ColorPickerButtonBase.FinalizeChoice |
( |
| ) |
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virtual |
◆ Color
virtual Color CellexalVR.DesktopUI.ColorPickerButtonBase.Color |
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getset |
Updates the choice of color. Setting this property does not update the internal value. Make sure to call FinalizeChoice for that.
The reason for this split functionality is that the FinalizeChoice method calls some relatively performance heavy functions, while this property could be called once every frame to constantly update the visuals of the button.
The documentation for this class was generated from the following file:
- cellexalvr_cloudxr/Assets/Scripts/DesktopUI/ColorPickerButtonBase.cs