Game.UI.Debug.IntArrowField
Assembly: Game
Namespace: Game.UI.Debug
Type: public class
Base: Game.UI.Widgets.IntField
Summary:
IntArrowField is a concrete, specialized integer input widget used in the game's debug UI. It does not introduce any new members — it simply specializes the generic IntField
Fields
- This class declares no private or public fields of its own. All storage is provided by the base IntField
.
Properties
- This class declares no new properties. It inherits the properties provided by Game.UI.Widgets.IntField
(typical inherited members you can expect to use include things like Value, Minimum/Maximum, Step, IsReadOnly, and events such as ValueChanged — exact names depend on the IntField implementation).
Constructors
public IntArrowField()
The default parameterless constructor is used to create instances. Initialization logic (if any) is handled in the base class.
Methods
- This class declares no methods. All behavior and lifecycle methods (creation, binding, rendering, event handling) are inherited from IntField
. To customize behavior, subclass IntArrowField or override appropriate virtual/abstract members on IntField .
Usage Example
// Example: create and configure an IntArrowField in a debug UI container
var arrowField = new IntArrowField();
// Configure basic constraints (property names depend on IntField<int> API)
arrowField.Minimum = 0;
arrowField.Maximum = 100;
arrowField.Step = 1;
arrowField.Value = 10;
// Subscribe to change events (event name is illustrative; use the actual event provided by IntField<int>)
arrowField.ValueChanged += (sender, args) =>
{
// args/new value handling depends on the event signature used by IntField<int>
UnityEngine.Debug.Log("IntArrowField value changed.");
};
// Add to a parent widget/container
parentWidget.AddChild(arrowField);
Notes:
- IntArrowField is primarily a convenience/type-specialization. If you need custom rendering, input handling, or additional debug-specific behavior, create a subclass and override the relevant virtual methods from IntField