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Controller Class

Extends MonoBehaviour
This is a MonoBehaviour served as the base element of all UI elements of Immersive Debugger.
Manages common User Interface properties like visibility, transform etc. and provide generic ways to manage hierarchy relationship and layouts. For more info about Immersive Debugger, check out the official doc

Protected Fields

_children : List< Controller >
Signature
List<Controller> _children
_hasRectTransform : bool
Signature
bool _hasRectTransform
_layoutStyle : LayoutStyle
Signature
LayoutStyle _layoutStyle

Protected Properties

GameObject : GameObject
[Get][Set]
Signature
GameObject GameObject
Owner : Controller
[Get][Set]
Signature
Controller Owner

Properties

Children : List< Controller >
[Get]
All the children of this UI element.
Signature
List<Controller> Children
LayoutStyle : LayoutStyle
[Get][Set]
The layout style of this UI element, specify how UI elements within this container should be arranged.
Upon setting this property, the UI will be refreshed to be reflected in the runtime.
Signature
LayoutStyle LayoutStyle
RectTransform : RectTransform
[Get]
As most of the UI elements are 2D rectangles, this RectTransform is representing the element's actual transform.
Signature
RectTransform RectTransform
Transform : Transform
[Get]
Transform of the object, if the RectTransform is not specified, it would be the GameObject's transform.
Otherwise it's the same with the RectTransform.
Signature
Transform Transform
Transparent : bool
[Get][Set]
The boolean indicating the current panel is transparent or not.
In Immersive Debugger this could be controlled by one of the mini buttons on Debug Bar panel.
Signature
bool Transparent
Visibility : bool
[Get]
Visibility of the UI component, when visibility changed it will automatically invoke the OnVisibilityChanged event, and the game object's active status is also changed based on it.
Signature
bool Visibility

Events

OnVisibilityChangedEvent : Action< Controller >
Event that can be subscribed to when the visibility of this UI element is changed.
Signature
Action<Controller> OnVisibilityChangedEvent

Protected Methods

Append ( controller )
Signature
void Append(Controller controller)
Parameters
controller: Controller
Returns
void
Clear ( destroy )
Signature
void Clear(bool destroy)
Parameters
destroy: bool
Returns
void
OnTransparencyChanged ()
Signature
virtual void OnTransparencyChanged()
Returns
void
RefreshLayoutPostChildren ()
Signature
virtual void RefreshLayoutPostChildren()
Returns
void
RefreshLayoutPreChildren ()
Signature
virtual void RefreshLayoutPreChildren()
Returns
void
Setup ( owner )
Signature
virtual void Setup(Controller owner)
Parameters
owner: Controller
Returns
void
UpdateRefreshLayout ( force )
Signature
void UpdateRefreshLayout(bool force)
Parameters
force: bool
Returns
void

Methods

Hide ()
Hide the UI element, it will automatically invoke the OnVisibilityChanged event, and the game object's active status would be changed to false.
Signature
void Hide()
Returns
void
Show ()
Show the UI element, it will automatically invoke the OnVisibilityChanged event, and the game object's active status would be changed to true.
Signature
void Show()
Returns
void