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    Class AdditionalPropertiesState<TState, TTarget>

    Used in editor drawer part to store the state of additional properties areas.

    Inheritance
    object
    AdditionalPropertiesStateBase<TState>
    AdditionalPropertiesState<TState, TTarget>
    AdditionalPropertiesStateList<TTarget>
    Inherited Members
    AdditionalPropertiesStateBase<TState>.this[TState]
    AdditionalPropertiesStateBase<TState>.SetAdditionalPropertiesState(TState, bool)
    AdditionalPropertiesStateBase<TState>.ResetAnimation(TState)
    AdditionalPropertiesStateBase<TState>.RegisterEditor(Editor)
    AdditionalPropertiesStateBase<TState>.UnregisterEditor(Editor)
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEditor.Rendering
    Assembly: Unity.RenderPipelines.Core.Editor.dll
    Syntax
    public class AdditionalPropertiesState<TState, TTarget> : AdditionalPropertiesStateBase<TState> where TState : struct, IConvertible
    Type Parameters
    Name Description
    TState

    An enum to use to describe the state.

    TTarget

    A type given to automatically compute the key.

    Constructors

    Name Description
    AdditionalPropertiesState(TState, string, string)

    Constructor will create the key to store in the EditorPref the state given generic type passed.

    Fields

    Name Description
    m_State

    Methods

    Name Description
    GetAdditionalPropertiesState(TState)

    Accessor to the expended state of this specific mask.

    HideAll()

    Utility to set all states to false

    SetAdditionalPropertiesStateValue(TState, bool)

    Setter to the expended state without resetting animation.

    ShowAll()

    Utility to set all states to true

    Extension Methods

    AnalyticsUtils.ToNestedColumnWithDefault<T>(T, T, bool)
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