// (c) Copyright HutongGames, LLC 2010-2018. All rights reserved. namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.UI)] [Tooltip("Gets the focused state of a UI InputField component.")] public class UiInputFieldGetIsFocused : ComponentAction { [RequiredField] [CheckForComponent(typeof(UnityEngine.UI.InputField))] [Tooltip("The GameObject with the UI InputField component.")] public FsmOwnerDefault gameObject; [UIHint(UIHint.Variable)] [Tooltip("Store the is focused flag value of the UI InputField component.")] public FsmBool isFocused; [Tooltip("Event sent if inputField is focused")] public FsmEvent isfocusedEvent; [Tooltip("Event sent if nputField is not focused")] public FsmEvent isNotFocusedEvent; private UnityEngine.UI.InputField inputField; public override void Reset() { isFocused = null; isfocusedEvent = null; isNotFocusedEvent = null; } public override void OnEnter() { var go = Fsm.GetOwnerDefaultTarget(gameObject); if (UpdateCache(go)) { inputField = cachedComponent; } DoGetValue(); Finish(); } private void DoGetValue() { if (inputField == null) return; isFocused.Value = inputField.isFocused; Fsm.Event(inputField.isFocused ? isfocusedEvent : isNotFocusedEvent); } } }