Aimbot-PPO/Aimbot-PPO-MultiScene/Assets/XCharts/Runtime/Component/Child/TextPadding.cs
Koha9 2d404cfdf2 Aimbot Enviroment very first
Basic environment include Multi scene, Reward Change, Visible chart, etc....
2022-09-05 20:46:08 +09:00

79 lines
2.2 KiB
C#

using System;
using UnityEngine;
namespace XCharts.Runtime
{
/// <summary>
/// Settings related to text.
/// |文本的内边距设置。
/// </summary>
[Serializable]
public class TextPadding : ChildComponent
{
[SerializeField] private bool m_Show = true;
[SerializeField] private float m_Top = 2;
[SerializeField] private float m_Right = 4;
[SerializeField] private float m_Left = 4;
[SerializeField] private float m_Bottom = 2;
public TextPadding() { }
public TextPadding(float top, float right, float bottom, float left)
{
SetPadding(top, right, bottom, left);
}
public void SetPadding(float top, float right, float bottom, float left)
{
m_Top = top;;
m_Right = right;
m_Bottom = bottom;
m_Left = left;
}
/// <summary>
/// show padding.
/// 是否显示。
/// </summary>
public bool show
{
get { return m_Show; }
set { if (PropertyUtil.SetStruct(ref m_Show, value)) SetComponentDirty(); }
}
/// <summary>
/// padding of top.
/// |顶部间距。
/// </summary>
public float top
{
get { return m_Top; }
set { if (PropertyUtil.SetStruct(ref m_Top, value)) SetComponentDirty(); }
}
/// <summary>
/// padding of right.
/// |右部间距。
/// </summary>
public float right
{
get { return m_Right; }
set { if (PropertyUtil.SetStruct(ref m_Right, value)) SetComponentDirty(); }
}
/// <summary>
/// padding of bottom.
/// |底部间距。
/// </summary>
public float bottom
{
get { return m_Bottom; }
set { if (PropertyUtil.SetStruct(ref m_Bottom, value)) SetComponentDirty(); }
}
/// <summary>
/// padding of left.
/// |左边间距。
/// </summary>
public float left
{
get { return m_Left; }
set { if (PropertyUtil.SetStruct(ref m_Left, value)) SetComponentDirty(); }
}
}
}