Add string property value panel.
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28
Assets/Cryville/Crtr/Browsing/PVPString.cs
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28
Assets/Cryville/Crtr/Browsing/PVPString.cs
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using UnityEngine.UI;
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namespace Cryville.Crtr.Browsing {
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public class PVPString : PropertyValuePanel {
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string m_value;
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public override object Value {
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get {
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return m_value;
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}
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set {
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m_value = (string)value;
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_inputField.text = m_value;
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}
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}
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InputField _inputField;
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void Awake() {
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_inputField = GetComponent<InputField>();
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_inputField.onValueChanged.AddListener(OnValueChanged);
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}
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void OnValueChanged(string value) {
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m_value = value;
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Callback(Value);
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}
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}
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}
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11
Assets/Cryville/Crtr/Browsing/PVPString.cs.meta
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11
Assets/Cryville/Crtr/Browsing/PVPString.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: aadf11739189bc94e9cb4f702eb7ccd3
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -10,6 +10,8 @@ namespace Cryville.Crtr.Browsing {
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GameObject m_bool;
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[SerializeField]
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GameObject m_number;
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[SerializeField]
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GameObject m_string;
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PropertyInfo _property;
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object _target;
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@@ -32,6 +34,7 @@ namespace Cryville.Crtr.Browsing {
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GameObject vp;
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if (prop.PropertyType == typeof(bool)) vp = m_bool;
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else if (prop.PropertyType == typeof(float) || prop.PropertyType == typeof(int)) vp = m_number;
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else if (prop.PropertyType == typeof(string)) vp = m_string;
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else return;
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_value = GameObject.Instantiate(vp, _valueContainer, false).GetComponent<PropertyValuePanel>();
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if (_value is PVPNumber) {
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BIN
Assets/Prefabs/PVString.prefab
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BIN
Assets/Prefabs/PVString.prefab
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7
Assets/Prefabs/PVString.prefab.meta
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7
Assets/Prefabs/PVString.prefab.meta
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: d3142009b74dda042a75e9b808dde66d
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PrefabImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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