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Add support for Vector2/3/4, Quaternion, Rect; expand support for RGB-only Color #89
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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 }; | ||
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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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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. My concern with text inputs is making what they are more immediately obvious. Without anything to make it visually distinct from other similar controls, a filled text field looks very similar to a choice element, and an empty text field looks like the choices for a choice element didn't load. Hovering over or otherwise navigating to a text field puts a selection effect or caret on it to make it clear what it is, sure, but the initial impression is still unclear. My reasoning for choosing a thin underline is because it's familiar visual language for this kind of input - anyone who's filled out a paper form has seen an underline somewhere you're supposed to write something. It's a choice that favours clarity over aesthetics. But if someone has an idea for how to get better aesthetics and similar clarity, sure, I say we try it.
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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. I never thought they weren’t obvious without the line but I’ll have to have another look to judge. I do care a lot about aesthetics though so if there’s a better way to achieve what you want then that’d be good
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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. I had another look... here are my current thoughts:
I would say that in almost all cases the text field will be non-empty by default; at the very least non-string types don't support an empty string, and I believe that most string entries will have a non-empty string as the default. |
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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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kaycodes13 marked this conversation as resolved.
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