// (c) Copyright HutongGames, LLC 2010-2018. All rights reserved. namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.UI)] [Tooltip("Gets the Character Limit value of a UI InputField component. This is the maximum number of characters that the user can type into the field.")] public class UiInputFieldGetCharacterLimit : ComponentAction { [RequiredField] [CheckForComponent(typeof(UnityEngine.UI.InputField))] [Tooltip("The GameObject with the UI InputField component.")] public FsmOwnerDefault gameObject; [RequiredField] [UIHint(UIHint.Variable)] [Tooltip("The maximum number of characters that the user can type into the UI InputField component.")] public FsmInt characterLimit; [Tooltip("Event sent if limit is infinite (equal to 0)")] public FsmEvent hasNoLimitEvent; [Tooltip("Event sent if limit is more than 0")] public FsmEvent isLimitedEvent; [Tooltip("Repeats every frame, useful for animation")] public bool everyFrame; private UnityEngine.UI.InputField inputField; public override void Reset() { characterLimit = null; everyFrame = false; } public override void OnEnter() { var go = Fsm.GetOwnerDefaultTarget(gameObject); if (UpdateCache(go)) { inputField = cachedComponent; } DoGetValue(); if (!everyFrame) { Finish(); } } public override void OnUpdate() { DoGetValue(); } private void DoGetValue() { if (inputField == null) return; characterLimit.Value = inputField.characterLimit; Fsm.Event(inputField.characterLimit > 0 ? isLimitedEvent : hasNoLimitEvent); } } }