UnityEditor.FrameDebuggerWindow.ChangeFrameEventLimit C# (CSharp) Method

ChangeFrameEventLimit() private method

private ChangeFrameEventLimit ( int newLimit ) : void
newLimit int
return void
        internal void ChangeFrameEventLimit(int newLimit)
        {
            if ((newLimit > 0) && (newLimit <= FrameDebuggerUtility.count))
            {
                if ((newLimit != FrameDebuggerUtility.limit) && (newLimit > 0))
                {
                    GameObject gameObjectForEvent = GetGameObjectForEvent(newLimit - 1);
                    if (gameObjectForEvent != null)
                    {
                        EditorGUIUtility.PingObject(gameObjectForEvent);
                    }
                }
                FrameDebuggerUtility.limit = newLimit;
                if (this.m_Tree != null)
                {
                    this.m_Tree.SelectFrameEventIndex(newLimit);
                }
            }
        }

Usage Example

        private void DrawPrevNextButtons(FrameDebuggerWindow frameDebugger, ref int newLimit)
        {
            bool wasEnabled = GUI.enabled;

            GUI.enabled = newLimit > 1;
            if (GUILayout.Button(FrameDebuggerStyles.TopToolbar.prevFrame, EditorStyles.toolbarButton))
            {
                frameDebugger.ChangeFrameEventLimit(newLimit - 1);
            }

            GUI.enabled = newLimit < FrameDebuggerUtility.count;
            if (GUILayout.Button(FrameDebuggerStyles.TopToolbar.nextFrame, EditorStyles.toolbarButtonRight))
            {
                frameDebugger.ChangeFrameEventLimit(newLimit + 1);
            }

            // If we had last event selected, and something changed in the scene so that
            // number of events is different - then try to keep the last event selected.
            if (m_PrevEventsLimit == m_PrevEventsCount)
            {
                if (FrameDebuggerUtility.count != m_PrevEventsCount && FrameDebuggerUtility.limit == m_PrevEventsLimit)
                {
                    frameDebugger.ChangeFrameEventLimit(FrameDebuggerUtility.count);
                }
            }

            m_PrevEventsLimit = FrameDebuggerUtility.limit;
            m_PrevEventsCount = FrameDebuggerUtility.count;

            GUI.enabled = wasEnabled;
        }
All Usage Examples Of UnityEditor.FrameDebuggerWindow::ChangeFrameEventLimit