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Add support for Vector2/3/4, Quaternion, Rect; expand support for RGB-only Color #89
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3707211
add TextModels, validation, auto-generation for Vectors & Quaternion
kaycodes13 a760edd
add an underline to TextInputs
kaycodes13 ba6c3dc
Merge branch 'main' into feature/vector-input
kaycodes13 4d037e8
bump version to v0.7.3
kaycodes13 92e6ff3
add Rect model, make vector/quaternion/rect parser stricter about bra…
kaycodes13 2ec8480
add GenerateTextInput<T> method to ConfigEntryFactory
kaycodes13 18f38f6
add supported unity structs to menu generator
kaycodes13 8c328f7
Merge branch 'main' into feature/vector-input
kaycodes13 2545120
condense unity type source gen, add RGBElementFactory
kaycodes13 1fa425b
condense numeric config entry factories
kaycodes13 096dfdb
bump version to v0.7.5
kaycodes13 c988558
Merge branch 'main' into feature/vector-input
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,14 @@ | ||
| using Silksong.ModMenu.Elements; | ||
| using UnityEngine; | ||
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| namespace Silksong.ModMenu.Generator; | ||
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| /// <summary> | ||
| /// Generator for a <see cref="Color"/> element which only accepts RGB values with full alpha. | ||
| /// </summary> | ||
| public class RGBElementFactory : IElementFactory<Color, ColorInput> | ||
| { | ||
| /// <inheritdoc/> | ||
| public ColorInput CreateElement(LocalizedText name, LocalizedText description) => | ||
| new(name, description) { Format = ColorInput.InputFormat.RGB }; | ||
| } |
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
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@@ -151,6 +151,12 @@ private MenuPrefabs(UIManager uiManager) | |
| textInputChild.FindChild("CursorRight")!.GetComponent<Animator>(), | ||
| ]; | ||
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| GameObject underlineObj = new("Underline") { layer = (int)PhysLayers.UI }; | ||
|
Member
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. How wedded are you to this underline? I think it looked better without the underline, personally (To be clear, I don't mean we should keep - or remove - it based solely on my opinion, but I'd like it to be scrutinized further) |
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| underlineObj.transform.SetParentReset(textInputField.textComponent.transform); | ||
| underlineObj.AddComponent<Image>(); | ||
| underlineObj.RectTransform.FitToParentHorizontal(anchorY: 0); | ||
| underlineObj.RectTransform.sizeDelta = new Vector2(0, 3); | ||
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| sliderTemplate = Object.Instantiate( | ||
| canvas.FindChild("AudioMenuScreen/Content/MasterVolume")! | ||
| ); | ||
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I think this is a case where bumping the version should be done outside the PRs - the other PR has breaking changes so the version should be 0.8 rather than 0.7.5, but it's weird to bump the version here based on the changes in the other PR. I don't think we should create a release with the other PR without this one being included - can you remove the version update from this PR and (if you want to) add it to the other PR?