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

63 lines
1.6 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2018. All rights reserved.
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.UI)]
[Tooltip("Catches UI InputField onValueChanged event. Store the new value and/or send events. Event string data also contains the new value.")]
public class UiInputFieldOnValueChangeEvent : 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 value changed.")]
public FsmEvent sendEvent;
[Tooltip("Store new value in string variable.")]
[UIHint(UIHint.Variable)]
public FsmString text;
private UnityEngine.UI.InputField inputField;
public override void Reset()
{
gameObject = null;
text = null;
eventTarget = FsmEventTarget.Self;
sendEvent = null;
}
public override void OnEnter()
{
var go = Fsm.GetOwnerDefaultTarget(gameObject);
if (UpdateCache(go))
{
inputField = cachedComponent;
if (inputField != null)
{
inputField.onValueChanged.AddListener(DoOnValueChange);
}
}
}
public override void OnExit()
{
if (inputField != null)
{
inputField.onValueChanged.RemoveListener(DoOnValueChange);
}
}
public void DoOnValueChange(string value)
{
text.Value = value;
Fsm.EventData.StringData = value;
SendEvent(eventTarget, sendEvent);
}
}
}