55 lines
1.4 KiB
C#
55 lines
1.4 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 cancel state of a UI InputField component. This relates to the last onEndEdit Event")]
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public class UiInputFieldGetWasCanceled : 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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[UIHint(UIHint.Variable)]
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[Tooltip("The was canceled flag value of the UI InputField component.")]
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public FsmBool wasCanceled;
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[Tooltip("Event sent if inputField was canceled")]
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public FsmEvent wasCanceledEvent;
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[Tooltip("Event sent if inputField was not canceled")]
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public FsmEvent wasNotCanceledEvent;
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private UnityEngine.UI.InputField inputField;
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public override void Reset()
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{
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wasCanceled = null;
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wasCanceledEvent = null;
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wasNotCanceledEvent = null;
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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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DoGetValue();
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Finish();
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}
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private void DoGetValue()
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{
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if (inputField == null) return;
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wasCanceled.Value = inputField.wasCanceled;
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Fsm.Event(inputField.wasCanceled ? wasCanceledEvent : wasNotCanceledEvent);
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}
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}
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} |