// (c) Copyright HutongGames, LLC 2010-2018. All rights reserved. namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.UI)] [Tooltip("Gets the text value of a UI InputField component as a float.")] public class UiInputFieldGetTextAsFloat : ComponentAction { [RequiredField] [CheckForComponent(typeof(UnityEngine.UI.InputField))] [Tooltip("The GameObject with the UI InputField component.")] public FsmOwnerDefault gameObject; [RequiredField] [UIHint(UIHint.Variable)] [Tooltip("The text value as a float of the UI InputField component.")] public FsmFloat value; [UIHint(UIHint.Variable)] [Tooltip("true if text resolves to a float")] public FsmBool isFloat; [Tooltip("true if text resolves to a float")] public FsmEvent isFloatEvent; [Tooltip("Event sent if text does not resolves to a float")] public FsmEvent isNotFloatEvent; public bool everyFrame; private UnityEngine.UI.InputField inputField; private float _value; private bool _success; public override void Reset() { value = null; isFloat = null; isFloatEvent = null; isNotFloatEvent = null; everyFrame = false; } public override void OnEnter() { var go = Fsm.GetOwnerDefaultTarget(gameObject); if (UpdateCache(go)) { inputField = cachedComponent; } DoGetTextValue(); if (!everyFrame) Finish(); } public override void OnUpdate() { DoGetTextValue(); } private void DoGetTextValue() { if (inputField == null) return; _success = float.TryParse(inputField.text, out _value); value.Value = _value; isFloat.Value = _success; Fsm.Event(_success ? isFloatEvent : isNotFloatEvent); } } }