15 [
Attribute(
desc:
"When interactive, icons can be selected by mouse or gamepad.")]
16 protected bool m_bInteractive;
18 [
Attribute(
desc:
"When enabled, the icon will be shown only if other rules are active, it won't force visibility.")]
19 protected bool m_bIsDependent;
22 [
Attribute(
desc:
"Layouts assigned to each supported entity type.")]
23 protected ref array<ref SCR_EntitiesEditorUIPrefab> m_PrefabLinks;
25 protected ref map<EEditableEntityType, ResourceName> m_PrefabLinksMap =
new map<EEditableEntityType, ResourceName>;
26 protected ResourceName m_DefaultLayout;
35 Print(
string.Format(
"No UI layout found for an entity of type '%1'!",
typename.EnumToString(
EEditableEntityType,
type)), LogLevel.WARNING);
43 int GetStatesArray(out array<EEditableEntityState> outStates)
45 return SCR_Enum.BitToIntArray(m_States, outStates);
49 return m_bInteractive;
53 return m_bIsDependent;
61 m_PrefabLinksMap.Insert(link.GetType(), link.GetLayout());