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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

bool _hasRectTransform[Get]
LayoutStyle _layoutStyle[Get]
List< Controller > _children[Get]

Properties

Controller Owner[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.
As most of the UI elements are 2D rectangles, this RectTransform is representing the element's actual transform.
GameObject GameObject[Get]
All the children of this UI element.
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.
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.
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.

Events

Event that can be subscribed to when the visibility of this UI element is changed.

Protected Functions

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

Member Functions

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