63 lines
1.6 KiB
C#
63 lines
1.6 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("Catches UI InputField onValueChanged event. Store the new value and/or send events. Event string data also contains the new value.")]
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public class UiInputFieldOnValueChangeEvent : 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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[Tooltip("Where to send the event.")]
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public FsmEventTarget eventTarget;
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[Tooltip("Send this event when value changed.")]
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public FsmEvent sendEvent;
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[Tooltip("Store new value in string variable.")]
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[UIHint(UIHint.Variable)]
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public FsmString text;
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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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gameObject = null;
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text = null;
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eventTarget = FsmEventTarget.Self;
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sendEvent = 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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if (inputField != null)
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{
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inputField.onValueChanged.AddListener(DoOnValueChange);
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}
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}
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}
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public override void OnExit()
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{
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if (inputField != null)
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{
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inputField.onValueChanged.RemoveListener(DoOnValueChange);
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}
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}
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public void DoOnValueChange(string value)
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{
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text.Value = value;
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Fsm.EventData.StringData = value;
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SendEvent(eventTarget, sendEvent);
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}
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}
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} |