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

55 lines
1.4 KiB
C#

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