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

82 lines
1.6 KiB
C#

// (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<UnityEngine.UI.Text>
{
[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
}
}