// (c) Copyright HutongGames, LLC 2010-2018. All rights reserved. namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.UI)] [Tooltip("Activate a UI InputField component to begin processing Events. Optionally Deactivate on state exit")] public class UiInputFieldActivate : ComponentAction { [RequiredField] [CheckForComponent(typeof(UnityEngine.UI.InputField))] [Tooltip("The GameObject with the UI InputField component.")] public FsmOwnerDefault gameObject; [Tooltip("Reset when exiting this state.")] public FsmBool deactivateOnExit; private UnityEngine.UI.InputField inputField; public override void Reset() { gameObject = null; deactivateOnExit = null; } public override void OnEnter() { var go = Fsm.GetOwnerDefaultTarget(gameObject); if (UpdateCache(go)) { inputField = cachedComponent; } DoAction(); Finish(); } private void DoAction() { if (inputField != null) { inputField.ActivateInputField(); } } public override void OnExit() { if (inputField == null) return; if (deactivateOnExit.Value) { inputField.DeactivateInputField(); } } } }