The PrimitiveMemberEditor component is a lower-level component for accessing and editing the members of a particular primitive element. Its intention is for use in Scene Inspectors, since they use a text field to drive member properties, but it can be more generally used on player-made objects as well. It is also, as indicated by a big warning on it, commonly used for Ref Hacking due to being able to read and write the id
field of a RefID.
Fields
Name | Type | Description |
---|---|---|
persistent
|
Bool | Determines whether or not this item will be saved to the server. |
UpdateOrder
|
Int | Controls the order in which this component is updated. |
Enabled
|
Bool | Controls whether or not this component is enabled. |
Continuous
|
Bool | Whether to update the target field while editing the text field. If disabled, it will only update at the end of editing. |
_path
|
String | Member path of target element field to access/edit. |
_target
|
direct RelayRef`1<IField> | The primitive element to access/edit. |
Format
|
String | The format for representing the target primitive. About the same as the Format field for the To String node, but only works on a limited set of primitives. |
_textEditor
|
TextEditor | The TextEditor that points to any component that implements the IText type used for _textDrive .
|
_textDrive
|
field drive of String | Text field used as an interface to the member. Should be the Content field of a component implementing IText.
|
_button
|
Button | Button used for editing, like on a TextField. |
_resetButton
|
Button | Button used to reset the value. Intended to only be used for strings. |
Usage
This component needs, at minimum, _target
to point to an element with fields, a _textDrive
that points to the Content
field of a component implementing IText, and a _textEditor
that points to a TextEditor with its Text
field pointing to the to the aforementioned IText component.
At minimum, for proper functionality of this component, the EditingFinished
Sync Delegate must be applied to the EditingFinished
field of the TextEditor or Continuous
must be checked and EditingChanged
to be applied to the TextEditor. This ensures that the value in the TextField is written to the field that the component points to whenever one stops editing the text field. However, applying the EditingStarted
and EditingChanged
delegates are also recommended as they break the _textDrive
temporarily to allow for a better editing experience. The OnReset
delegate is not needed unless one wishes to add a reset button.
One may fill in the _button
and _resetButton
fields. These fields are not too terribly useful, as they don't provide much functionality themselves (rather the Sync Delegates do), but they are used when internally building the Inspector UI and when any part of the component is changed. When any part of the component changes, including when the field it is pointing to is edited, if _button
is filled, all colors in the ColorDrivers
list will be set to the first color drive. If _resetButton
is filled, its slot will disable if the field that the component is editing is not a string, which can be worked around by driving the Enabled
state of the slot to true
.
Additionally, the _textDrive
field acts as a drive with write back. Writing to it via a Write node will change the value of pointed field so long as _textEditor
is also filled. This does not require that any Sync Delegates be filled.
Examples
Due to the nature of this component, it is difficult to provide examples in images. However, there does exist in-game examples to look at.
resrec:///U-yosh/R-8bf5c7c2-355e-4385-bb15-fdc24043ef72