Files
beyond/Assets/ThirdParty/PlayMaker/Actions/UI/UiInputFieldGetTextAsFloat.cs
2024-11-20 15:21:28 +01:00

76 lines
1.7 KiB
C#

// (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<UnityEngine.UI.InputField>
{
[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);
}
}
}