- edited description
What should I use to active one of many UI elements
I've 5 images in my canvas, and an Enum property in my context. I'd like to active one of the images by the Enum value. Is Switch what I need? Or should I set 5 ActiveSetters on each of the images?
Another case is like I've 5 Toggles in a ToggleGroup, and an Enum property in my context. I'd like to turn one of the Toggles on when the Enum value changed in code, and change the property value when user clicked one of the toggles. For now I use 5 ActiveSetters and 5 EquilChecks for the Setter part, and use 5 custom Commands for the change part.
Comments (7)
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reporter -
repo owner Yes, right now I work with the EqualityCheck way as well. Like in the EnumEqualityCheck example.
A switch would be an option to provide a data value based on the enum value. But the case you describe (disable the non-selected elements) would be a little bit different as a use case. I will keep the issue open and see if I can add another script for the next version to handle this case.
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repo owner - marked as enhancement
- marked as minor
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repo owner - removed milestone
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repo owner - marked as major
Should be doable without a lot of effort, so I raise the prio on this.
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repo owner Add a GroupActiveSetter (base class) and a EnumGroupActiveSetter to activate/deactivate a group of game objects
An example is included which uses the same setup as the EnumEqualityCheck example to show how the EnumGroupActiveSetter can make it easier to handle multiple enum <-> game object mappings
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repo owner - changed status to resolved
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