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

68 lines
1.7 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2018. All rights reserved.
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.UI)]
[Tooltip("Gets the Character Limit value of a UI InputField component. This is the maximum number of characters that the user can type into the field.")]
public class UiInputFieldGetCharacterLimit : 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 maximum number of characters that the user can type into the UI InputField component.")]
public FsmInt characterLimit;
[Tooltip("Event sent if limit is infinite (equal to 0)")]
public FsmEvent hasNoLimitEvent;
[Tooltip("Event sent if limit is more than 0")]
public FsmEvent isLimitedEvent;
[Tooltip("Repeats every frame, useful for animation")]
public bool everyFrame;
private UnityEngine.UI.InputField inputField;
public override void Reset()
{
characterLimit = null;
everyFrame = false;
}
public override void OnEnter()
{
var go = Fsm.GetOwnerDefaultTarget(gameObject);
if (UpdateCache(go))
{
inputField = cachedComponent;
}
DoGetValue();
if (!everyFrame)
{
Finish();
}
}
public override void OnUpdate()
{
DoGetValue();
}
private void DoGetValue()
{
if (inputField == null) return;
characterLimit.Value = inputField.characterLimit;
Fsm.Event(inputField.characterLimit > 0 ?
isLimitedEvent : hasNoLimitEvent);
}
}
}