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PropertyPath

struct in Unity.Properties

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Implemented in:UnityEngine.PropertiesModule

Description

A PropertyPath is used to store a reference to a single property within a tree.

The path is stored as an array of parts and can be easily queried for algorithms.

Properties

IsEmpty Gets if there is any part contained in the PropertyPath.
Length Gets the number of parts contained in the PropertyPath.
this[int] Gets the PropertyPathPart at the given index.

Constructors

PropertyPath Initializes a new instance of the PropertyPath based on the given property string.

Public Methods

Equals Indicates whether this instance and a specified object are equal.

Static Methods

AppendIndex Returns a new PropertyPath combining the given PropertyPath and an index-type PropertyPathPart.
AppendKey Returns a new PropertyPath combining the given PropertyPath and an key-type PropertyPathPart.
AppendName Returns a new PropertyPath combining the given PropertyPath and an name-type PropertyPathPart.
AppendPart Returns a new PropertyPath combining the given PropertyPath and PropertyPathPart.
AppendProperty Returns a new PropertyPath combining the given PropertyPath and a PropertyPathPart whose type will be based on the property interfaces.
Combine Returns a new PropertyPath combining the parts of the two given PropertyPath.
FromIndex Returns a new PropertyPath from the provided index.
FromKey Returns a new PropertyPath from the provided key.
FromName Returns a new PropertyPath from the provided name.
FromPart Returns a new PropertyPath from the provided PropertyPathPart.
Pop Returns a new PropertyPath that will not include the last PropertyPathPart.
SubPath Returns a new PropertyPath containing the PropertyPathPart starting at the given start index.

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