Example #1
0
            override public void OnUpdate()
            {
                if (View.detectMouseInWnd())
                {
                    m_HideTime = Time.time;
                }

                // 时间超过3s,隐藏外框
                if (m_HideTime > 0f && m_HideTime + 3f <= Time.time)
                {
                    View.SetHide(true);
                    m_HideTime = 0f;
                }

                // 输入框激活状态是否变化
                if (View.m_isInputFieldFocus != View.inputField.isFocused)
                {
                    if (View.m_isInputFieldFocus)
                    {
                        m_HideTime = Time.time;
                    }
                    else
                    {
                        View.SetHide(false);
                    }

                    View.m_isInputFieldFocus = View.inputField.isFocused;
                    InputManager.Available   = !View.m_isInputFieldFocus;
                    ImeManager.ActiveIme(View.m_isInputFieldFocus);
                }
            }
Example #2
0
            public override void OnUpdate()
            {
                // 拖拽状态,不处理
                if (View.resizer.IsDraging)
                {
                    return;
                }

                // 最小化状态,不处理
                if (View.m_isMin)
                {
                    return;
                }

                // 输入框激活状态是否变化
                if (View.m_isInputFieldFocus != View.inputField.isFocused)
                {
                    View.m_isInputFieldFocus = View.inputField.isFocused;
                    InputManager.Available   = !View.m_isInputFieldFocus;
                    ImeManager.ActiveIme(View.m_isInputFieldFocus);
                }

                //检测鼠标是否在聊天窗内
                bool isMouseInWnd = View.detectMouseInWnd();

                if (m_isActive) // 激活状态
                {
                    if (isMouseInWnd || View.inputField.isFocused)
                    {
                        // 取消3s后切换为非激活状态
                        m_PlayUnActiveTime = 0f;
                    }
                    else
                    {
                        // 开始3s后切换为非激活状态
                        if (m_PlayUnActiveTime < float.Epsilon)
                        {
                            m_PlayUnActiveTime = Time.time;
                        }
                    }

                    // 3s后切换为非激活状态
                    if (m_PlayUnActiveTime > 0f && Time.time - m_PlayUnActiveTime > 3f)
                    {
                        m_PlayUnActiveTime = 0;

                        // 切换聊天框为非激活状态
                        setUnActiveState();
                    }
                }
                else    // 非激活状态
                {
                    if (isMouseInWnd || View.inputField.isFocused)
                    {
                        // 切换聊天框为激活状态
                        SetActiveState();
                    }
                }
            }
Example #3
0
 public override void OnUpdate()
 {
     // 输入框激活状态是否变化
     if (View.m_isInputFieldFocus != View.inputField.isFocused)
     {
         View.m_isInputFieldFocus = View.inputField.isFocused;
         InputManager.Available   = !View.m_isInputFieldFocus;
         ImeManager.ActiveIme(View.m_isInputFieldFocus);
     }
 }
Example #4
0
    public void Update()
    {
        if (null != m_InputField && bIsFocused != m_InputField.isFocused)
        {
            bIsFocused = m_InputField.isFocused;
            //GameLogicConfigApi.ActiveIME(bIsFocused);
            InputManager.Available = !bIsFocused;

            if (m_InputField.inputType != InputField.InputType.Password &&
                !ForbidIME)
            {
                ImeManager.ActiveIme(bIsFocused);
            }
        }
    }