Files
beyond/Assets/ThirdParty/PlayMaker/Actions/UI/UiInputFieldOnSubmitEvent.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("Fires an event when user submits from a UI InputField component. \n" +
"This only fires if the user press Enter, not when field looses focus or user escaped the field.\n" +
"Event string data will contain the text value.")]
public class UiInputFieldOnSubmitEvent : ComponentAction<UnityEngine.UI.InputField>
{
[RequiredField]
[CheckForComponent(typeof(UnityEngine.UI.InputField))]
[Tooltip("The GameObject with the UI InputField component.")]
public FsmOwnerDefault gameObject;
[Tooltip("Where to send the event.")]
public FsmEventTarget eventTarget;
[Tooltip("Send this event when editing ended.")]
public FsmEvent sendEvent;
[Tooltip("The content of the InputField when submitting")]
[UIHint(UIHint.Variable)]
public FsmString text;
private UnityEngine.UI.InputField inputField;
public override void Reset()
{
gameObject = null;
eventTarget = FsmEventTarget.Self;
sendEvent = null;
text = null;
}
public override void OnEnter()
{
var go = Fsm.GetOwnerDefaultTarget(gameObject);
if (UpdateCache(go))
{
inputField = cachedComponent;
if (inputField != null)
{
inputField.onEndEdit.AddListener(DoOnEndEdit);
}
}
}
public override void OnExit()
{
if (inputField != null)
{
inputField.onEndEdit.RemoveListener(DoOnEndEdit);
}
}
public void DoOnEndEdit(string value)
{
if (inputField.wasCanceled) return;
text.Value = value;
Fsm.EventData.StringData = value;
SendEvent(eventTarget, sendEvent);
Finish();
}
}
}