// (c) Copyright HutongGames, LLC 2010-2018. All rights reserved. namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.UI)] [Tooltip("Gets the cancel state of a UI InputField component. This relates to the last onEndEdit Event")] public class UiInputFieldGetWasCanceled : ComponentAction { [RequiredField] [CheckForComponent(typeof(UnityEngine.UI.InputField))] [Tooltip("The GameObject with the UI InputField component.")] public FsmOwnerDefault gameObject; [UIHint(UIHint.Variable)] [Tooltip("The was canceled flag value of the UI InputField component.")] public FsmBool wasCanceled; [Tooltip("Event sent if inputField was canceled")] public FsmEvent wasCanceledEvent; [Tooltip("Event sent if inputField was not canceled")] public FsmEvent wasNotCanceledEvent; private UnityEngine.UI.InputField inputField; public override void Reset() { wasCanceled = null; wasCanceledEvent = null; wasNotCanceledEvent = null; } public override void OnEnter() { var go = Fsm.GetOwnerDefaultTarget(gameObject); if (UpdateCache(go)) { inputField = cachedComponent; } DoGetValue(); Finish(); } private void DoGetValue() { if (inputField == null) return; wasCanceled.Value = inputField.wasCanceled; Fsm.Event(inputField.wasCanceled ? wasCanceledEvent : wasNotCanceledEvent); } } }