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