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

57 lines
1.2 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2018. All rights reserved.
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.UI)]
[Tooltip("Activate a UI InputField component to begin processing Events. Optionally Deactivate on state exit")]
public class UiInputFieldActivate : ComponentAction<UnityEngine.UI.InputField>
{
[RequiredField]
[CheckForComponent(typeof(UnityEngine.UI.InputField))]
[Tooltip("The GameObject with the UI InputField component.")]
public FsmOwnerDefault gameObject;
[Tooltip("Reset when exiting this state.")]
public FsmBool deactivateOnExit;
private UnityEngine.UI.InputField inputField;
public override void Reset()
{
gameObject = null;
deactivateOnExit = null;
}
public override void OnEnter()
{
var go = Fsm.GetOwnerDefaultTarget(gameObject);
if (UpdateCache(go))
{
inputField = cachedComponent;
}
DoAction();
Finish();
}
private void DoAction()
{
if (inputField != null)
{
inputField.ActivateInputField();
}
}
public override void OnExit()
{
if (inputField == null) return;
if (deactivateOnExit.Value)
{
inputField.DeactivateInputField();
}
}
}
}