// (c) Copyright HutongGames, LLC 2010-2018. All rights reserved. namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.UI)] [Tooltip("Sets the text value of a UI Text component.")] public class UiTextSetText : ComponentAction { [RequiredField] [CheckForComponent(typeof(UnityEngine.UI.Text))] [Tooltip("The GameObject with the UI Text component.")] public FsmOwnerDefault gameObject; [UIHint(UIHint.TextArea)] [Tooltip("The text of the UI Text component.")] public FsmString text; [Tooltip("Reset when exiting this state.")] public FsmBool resetOnExit; [Tooltip("Repeats every frame")] public bool everyFrame; private UnityEngine.UI.Text uiText; private string originalString; public override void Reset() { gameObject = null; text = null; resetOnExit = null; everyFrame = false; } public override void OnEnter() { var go = Fsm.GetOwnerDefaultTarget(gameObject); if (UpdateCache(go)) { uiText = cachedComponent; } originalString = uiText.text; DoSetTextValue(); if (!everyFrame) { Finish(); } } public override void OnUpdate() { DoSetTextValue(); } private void DoSetTextValue() { if (uiText == null) return; uiText.text = text.Value; } public override void OnExit() { if (uiText == null) return; if (resetOnExit.Value) { uiText.text = originalString; } } #if UNITY_EDITOR public override string AutoName() { return "UISetText : " + ActionHelpers.GetValueLabel(text); } #endif } }