Esempio n. 1
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 public void PressActiveButton()
 {     //press enter, we sohuld send a message or activate the input
     if (isInputActive)
     { //input was active, send the message, clear the inputField
         string message = inputField.text;
         if (message.Length > 0)
         {
             string username = LoginScript.CurrentUser;
             //string username = "******";
             SendMessageString(username + ": " + message);
             JSONObject json_message = new JSONObject();
             json_message.AddField("lobbyid", LoginScript.CurrentUserLobbyId);
             json_message.AddField("name", username);
             json_message.AddField("message", message);
             socket.Emit("chat message", json_message);
             inputField.text = "";
         }
         inputField.DeactivateInputField();
         EventSystem.current.SetSelectedGameObject(contentText.gameObject);
     }
     else
     {//input was nonactive
         inputField.Select();
         inputField.ActivateInputField();
     }
 }
Esempio n. 2
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 private void OnApplicationQuit()
 {
     if (m_inputField != null)
     {
         m_inputField.DeactivateInputField();
     }
 }
Esempio n. 3
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    // Use this for initialization

    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.BackQuote))
        {
            consoleCanvas.gameObject.SetActive(!consoleCanvas.gameObject.activeInHierarchy);

            if (consoleCanvas.gameObject.activeInHierarchy)
            {
                consoleInput.ActivateInputField();
            }
            else
            {
                consoleInput.DeactivateInputField();
            }
            consoleInput.text = "";
        }

        if (consoleCanvas.gameObject.activeInHierarchy)
        {
            if (Input.GetKeyDown(KeyCode.Return))
            {
                if (inputText.text != "")
                {
                    AddMessageToConsole(inputText.text);
                    ParseInput(inputText.text);
                }
            }
        }
        //consoleInput.text = "";
    }
Esempio n. 4
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    private void OnInputFieldSubmitted(string arg0)
    {
        string str = time_label.text.Split(':')[0] + time_label.text.Split(':')[1];

        //AudioTimerInput.text = "";
        if (source.clip.length > StringToSecondsCount(str, ref arg0))
        {
            source.time = StringToSecondsCount(str, ref arg0);
        }
        else
        {
            Debug.LogWarning("length exceeds time remaining in clip");
        }

        AudioTimerInput.DeactivateInputField();

        if (GetComponentInParent <UIB_Page>().gameObject.GetComponent <Canvas>().isActiveAndEnabled)
        {
            PlayMethod(1);
        }

        if (TouchScreenKeyboard.isSupported)
        {
            if (AudioTimerInput.touchScreenKeyboard.status == TouchScreenKeyboard.Status.Done)
            {
                PlayMethod(1);
            }
        }

#if (UNITY_IOS || UNITY_ANDROID) && !UNITY_EDITOR
        StartCoroutine("SetInputPositionBack");
#endif
        //TODO:deselect the input field
    }
Esempio n. 5
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 public void UpdateCurrentInputField()
 {
     if (m_eventSystem.currentSelectedGameObject != null && m_eventSystem.currentSelectedGameObject.activeInHierarchy)
     {
         if (m_eventSystem.currentSelectedGameObject != m_currentSelectedGameObject)
         {
             m_currentSelectedGameObject = m_eventSystem.currentSelectedGameObject;
             if (m_currentSelectedGameObject != null)
             {
                 m_currentInputField = m_currentSelectedGameObject.GetComponent <InputField>();
             }
             else
             {
                 if (m_currentInputField != null)
                 {
                     m_currentInputField.DeactivateInputField();
                 }
                 m_currentInputField = null;
             }
         }
     }
     else
     {
         m_currentSelectedGameObject = null;
         if (m_currentInputField != null)
         {
             m_currentInputField.DeactivateInputField();
         }
         m_currentInputField = null;
     }
 }
Esempio n. 6
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    IEnumerator removeOne()
    {
        yield return(new WaitForEndOfFrame());

        if (isFull == true)
        {
            isFull = false;
            if (targetInput.text.Length > prevLength)
            {
                targetInput.text = targetInput.text.Remove(targetInput.text.Length - 1);
            }

            targetInput.DeactivateInputField();
        }
        else
        {
            if (targetInput.textComponent.preferredWidth > GetComponent <RectTransform> ().sizeDelta.x - targetInput.textComponent.fontSize)
            {
                isFull     = true;
                prevLength = targetInput.text.Length;
                targetInput.DeactivateInputField();
                //targetInput.text = targetInput.text.Remove (targetInput.text.Length - 1);
            }
        }
    }
Esempio n. 7
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    public void LoadLevel()
    {
        string folder    = Application.dataPath + "/LevelData";
        string levelfile = "";

        if (LoadlevelName.text == "")
        {
            levelfile = "new_level.json";
        }
        else
        {
            levelfile = LoadlevelName.text + ".json";
        }

        string path = Path.Combine(folder, levelfile);

        if (File.Exists(path))
        {
            EditorObject[] Objectsfound = FindObjectsOfType <EditorObject>();
            foreach (EditorObject obj in Objectsfound)
            {
                Destroy(obj.gameObject);
            }
            PlayerPlaced = false;

            string json = File.ReadAllText(path);
            level = JsonUtility.FromJson <LevelEditor>(json);
            CreateFromFile();
        }
        else
        {
            SaveLoadMessage.text = levelfile + " Could not be found !";
            LoadlevelName.DeactivateInputField();
        }
    }
Esempio n. 8
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 private void Focussed()
 {
     _backspaceClick = 0;
     TextEditorHotkeyController.Instance.RegisterForEnterKey(() =>
     {
         ElementsController.Instance.AddNewElement(ElementType.Action, autoCreate: true);
         Blurred();
     });
     TextEditorHotkeyController.Instance.RegisterForEscapeKey(() =>
     {
         InputField.DeactivateInputField();
         OnBlur();
     });
     TextEditorHotkeyController.Instance.RegisterBackspaceKey(() =>
     {
         if (string.IsNullOrEmpty(InputField.text))
         {
             _backspaceClick++;
             if (_backspaceClick > 1)
             {
                 InputField.DeactivateInputField();
                 OnBlur();
                 ElementsController.Instance.DeleteElement(UniqueId);
             }
         }
     });
 }
Esempio n. 9
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    // Update is called once per frame
    void Update()
    {
        // If the chat box is not empty
        if (chatBox.text != "")
        {
            // And we hit enter
            if (Input.GetKeyDown(KeyCode.Return))
            {
                // Send the message!
                //SendMessageToChat(chatBox.text, Message.MessageType.playerMessage);
                client.GetComponent <Client>().PlayerSendMessage(chatBox.text);

                chatBox.text = "";

                chatBox.DeactivateInputField();
            }
        }
        // If the chat box was empty and we hit return, return focus to the game
        else if (Input.GetKeyDown(KeyCode.Return))
        {
            chatBox.DeactivateInputField();
        }
        // If the chat box was not focused and we hit enter, put focus on the chat box
        else if (!chatBox.isFocused && Input.GetKeyDown(KeyCode.Return))
        {
            chatBox.ActivateInputField();
        }
    }
Esempio n. 10
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 // Start is called before the first frame update
 void Start()
 {
     inputField.DeactivateInputField();
     inputField.gameObject.SetActive(false);
     playerField.gameObject.SetActive(true);
     playerField.ActivateInputField();
     player.UnlockMouse();
     notes        = FindObjectOfType <PlayNotes>();
     notes.typing = true;
     Debug.Log(playerField.isActiveAndEnabled);
 }
Esempio n. 11
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 /**
  * Updates Time and check.
  */
 void Update()
 {
     if (testTimer.myTimer == 0.0f && gamePlay)
     {
         wordText.text           = "Game Over.";
         buttonTest.interactable = true;
         inputTest.interactable  = false;
         inputTest.text          = "";
         inputTest.DeactivateInputField();
     }
 }
Esempio n. 12
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    // Use this for initialization
    void Start()
    {
        numerator.DeactivateInputField();
        denominator.DeactivateInputField();

        qnumerator.text   = "1";
        qdenominator.text = "3";

        numerator.text   = "" + num_digit;
        denominator.text = "" + den_digit;

        check.SetActive(false);
        wrong.SetActive(false);
    }
Esempio n. 13
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        public void SaveLevelFromUI()
        {
            objectsInSceneToSave = FindObjectsOfType <Grid_Object>();
            decorInSceneToSave   = FindObjectsOfType <_DecorObject>();

            //add the object's data to the savedObjectsData List
            foreach (Grid_Object sceneObject in objectsInSceneToSave)
            {
                levelData.savedObjectsData.Add(sceneObject.cubeData);
            }
            foreach (_DecorObject sceneDecor in decorInSceneToSave)
            {
                levelData.savedEnvironmentData.Add(sceneDecor.decorData);
            }

            string json      = JsonUtility.ToJson(levelData);
            string folder    = Application.dataPath + "/Scenes/_LevelsFolder";
            string levelFile = "";

            if (levelNameSave.text == "")
            {
                levelFile = "new_level.json";
            }

            else
            {
                levelFile = levelNameSave.text + ".json";
            }

            if (!Directory.Exists(folder))
            {
                Directory.CreateDirectory(folder);
            }

            string path = Path.Combine(folder, levelFile);

            if (File.Exists(path))
            {
                File.Delete(path);
            }

            File.WriteAllText(path, json);

            levelNameSave.text = "";
            levelNameSave.DeactivateInputField();
            levelMessage.text = levelFile + " saved to ExistingLevels folder";

            levelData.savedObjectsData.Clear();
            levelData.savedEnvironmentData.Clear();
        }
Esempio n. 14
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        private void Start()
        {
            DontDestroyOnLoad(this);

            undo = new LinkedList <string>();
            redo = new LinkedList <string>();

            Vector3 pos = rectTransform.anchoredPosition3D;

            pos.y = yDisabled;
            rectTransform.anchoredPosition3D = pos;

            commandInput.DeactivateInputField();
            commandInput.enabled = false;
        }
Esempio n. 15
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    void OnTriggerEnter2D(Collider2D col)
    {
        if (col.CompareTag("Player"))
        {
            manager.unscramble.transform.parent.gameObject.SetActive(false);

            finalHint = manager.finalHint.ToString();
            manager.cageDoorText.transform.parent.gameObject.SetActive(true);
            InputField field = manager.cageDoorText.transform.GetChild(0).GetComponent <InputField> ();
            manager.cageDoorText.color = Color.black;

            // check if all hints for the last puzzle have been found
            if (finalHint.Length == manager.currentWord.Length)
            {
                manager.cageDoorText.text = finalHint;
                field.ActivateInputField();
            }
            else                 // if hints haven't been found
            {
                field.DeactivateInputField();
                manager.cageDoorText.text  = "No hint to show";
                manager.cageDoorText.color = Color.red;
            }
        }
    }
Esempio n. 16
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    // Update is called once per frame
    void Update()
    {
        if (chatclient != null)
        {
            chatclient.Service();
        }

        if (chatclient != null && Input.GetKeyDown(KeyCode.Return))
        {
            if (!input_focused)
            {
                chatInput.ActivateInputField();
                input_focused = true;
            }
            else
            {
                if (chatInput.text != "")
                {
                    chatclient.PublishMessage(current_channel, chatInput.text);
                    chatInput.text = "";
                    Canvas.ForceUpdateCanvases();
                    chatPanel.GetComponentInChildren <ScrollRect>().verticalNormalizedPosition = 0f;
                }
                chatInput.DeactivateInputField();
                input_focused = false;
            }
        }

        if (Input.GetMouseButtonDown(0))
        {
            input_focused = false;
        }
    }
Esempio n. 17
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 private void Update()
 {
     if (Input.GetKeyDown(KeyCode.Return))
     {
         if (!scrollView.activeSelf && !textBox.activeSelf && !text.activeSelf)
         {
             scrollView.SetActive(true);
             textBox.SetActive(true);
             text.SetActive(true);
             chatBox.ActivateInputField();
         }
         else if (chatBox.text == "")
         {
             scrollView.SetActive(false);
             textBox.SetActive(false);
             text.SetActive(false);
             chatBox.DeactivateInputField();
         }
         if (chatBox.text != "")
         {
             SendMessageToChat(username + ": " + chatBox.text, Message.MessageType.playerMessage);
             chatBox.text = "";
             chatBox.ActivateInputField();
         }
     }
 }
Esempio n. 18
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    public void SaveLevel()
    {
        EditorObject[] Objectsfound = FindObjectsOfType <EditorObject>();
        foreach (EditorObject obj in Objectsfound)
        {
            level.editorObjects.Add(obj.data);
        }

        string json      = JsonUtility.ToJson(level);
        string folder    = Application.dataPath + "/LevelData";
        string levelFile = "";

        if (SaveLevelName.text == "")
        {
            levelFile = "new_level.json";
        }
        else
        {
            levelFile = SaveLevelName.text + ".json";
        }
        if (!Directory.Exists(folder))
        {
            Directory.CreateDirectory(folder);
        }
        string path = Path.Combine(folder, levelFile);

        if (File.Exists(path))
        {
            File.Delete(path);
        }
        File.WriteAllText(path, json);
        SaveLevelName.text = "";
        SaveLevelName.DeactivateInputField();
        SaveLoadMessage.text = levelFile + " Saved to LevelData folder.";
    }
Esempio n. 19
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 void InputFieldCancelFocus()
 {
     if (ip != null)
     {
         ip.DeactivateInputField();
     }
 }
        /// <summary>
        /// Set focus on field
        /// </summary>
        /// <param name="isFocus">true | false</param>
        public void SetFocus(bool isFocus)
        {
#if (UNITY_IOS || UNITY_ANDROID) && !UNITY_EDITOR
            if (!_isMobileInputCreated)
            {
                _isFocusOnCreate = isFocus;
                return;
            }
            JsonObject data = new JsonObject();
            data["msg"]      = SET_FOCUS;
            data["is_focus"] = isFocus;
            this.Execute(data);
#else
            if (gameObject.activeInHierarchy)
            {
                if (isFocus)
                {
                    _inputObject.ActivateInputField();
                }
                else
                {
                    _inputObject.DeactivateInputField();
                }
            }
            else
            {
                _isFocusOnCreate = isFocus;
            }
#endif
        }
Esempio n. 21
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    private int id; // ID for future use.


    // Use this for initialization
    void Start()
    {
        dbManage = GetComponent <DBManager>();

        dbTest();
        // If user is already logged in:
        if (dbManage.getStatus())
        {
            // Display username
            errorDisplay.text = "Welcome " + dbManage.getUsername();

            // Deactivate fields
            nameField.DeactivateInputField();
            passwordField.DeactivateInputField();
            submitButton.GetComponent <Button>().interactable   = false;
            registerButton.GetComponent <Button>().interactable = false;
        }
        else
        {
            // Make password show up as astrisks
            passwordField.contentType = InputField.ContentType.Password;

            // Go to TaskOnClick when button is pressed
            submitButton.onClick.AddListener(TaskOnClick);
        }
    }
Esempio n. 22
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 private void Start()
 {
     _scrollRect = GetComponentInParent <ScrollRect>();
     _input      = GetComponent <InputField>();
     _input.DeactivateInputField();
     _input.enabled = false;
 }
Esempio n. 23
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        private static void InputText(GameObject gameObject, string message)
        {
            InputField inputField = null;

            // Activate input field (set focus)
            AutotestingInternal.unityBinding.ExecuteOnMainThreadAndWaitForCompletion(() =>
            {
                inputField = gameObject.GetComponent <InputField>();

                if (inputField == null)
                {
                    throw new ScriptException("InputText", $"No input field on the GameObject {gameObject.name}");
                }

                inputField.ActivateInputField();
            });

            // Wait some frames to let Unity apply the focus on the inputField
            Thread.Sleep(3 * UnityBinding.frameDuration);

            // Set text, trigger onValueChanged and onEndEdit, then unfocus the component
            AutotestingInternal.unityBinding.ExecuteOnMainThreadAndWaitForCompletion(() =>
            {
                inputField.text = message;
                inputField.DeactivateInputField();
            });
        }
Esempio n. 24
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 private void SetConsoleActive(bool active)
 {
     if (active)
     {
         scrollrect.gameObject.SetActive(true);                      //Go ahead and reactivate this fella
         consoleCanvas.enabled = true;
         scrollrect.verticalNormalizedPosition = 0;
         inputField.ActivateInputField();
         consoleAutocomplete.ResetAutocompleteIndex();
         if (consoleActivationEvent != null)
         {
             consoleActivationEvent.Invoke(true);
         }
     }
     else
     {
         scrollrect.gameObject.SetActive(false);                     //Holy mother of God we can't allow this guy or it's children to update if it's not actually being shown
         consoleCanvas.enabled = false;
         inputField.text       = "";
         inputField.DeactivateInputField();
         if (consoleActivationEvent != null)
         {
             consoleActivationEvent.Invoke(false);
         }
     }
 }
Esempio n. 25
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    private void SetupInputHandling()
    {
        PIN1.onValueChanged.AddListener((string value) =>
        {
            if (value.Length != 0)
            {
                PIN2.ActivateInputField();
            }
        });

        PIN2.onValueChanged.AddListener((string value) =>
        {
            if (value.Length != 0)
            {
                PIN3.ActivateInputField();
            }
        });

        PIN3.onValueChanged.AddListener((string value) =>
        {
            if (value.Length != 0)
            {
                PIN4.ActivateInputField();
            }
        });

        PIN4.onValueChanged.AddListener((string value) =>
        {
            if (value.Length != 0)
            {
                PIN4.DeactivateInputField();
                ComparePIN();
            }
        });
    }
Esempio n. 26
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        /// 检测输入到4位
        /// </summary>
        /// <param name="value"></param>
        async void CodeInput(string value)
        {
            if (HttpManager.Instance.IsConnectNet() == false)
            {
                UIManager.Instance.SystemDialog("您没有联网", 500);
                return;
            }

            if (value.Length == 4)
            {
                Debug.Log("发送验证码请求");
                WWWForm www = new WWWForm();
                www.AddField("phoneNumber", UserInformation.Instance.phoneNumber);
                www.AddField("code", inputCodeText.text);
                bool b = await HttpManager.Instance.Login(www);

                if (b)
                {
                    inputCodeText.DeactivateInputField();
                    canvasgroup.blocksRaycasts = false;
                    UIManager.Instance.PopAllPanel();
                    UIManager.Instance.PushPanel("Page_Main", UIFramework.Animation.rightToleft, 0.2f);

                    UIManager.Instance.SystemDialog("登陆成功", 500);
                }
                else
                {
                    Debug.Log(b);
                }
            }
        }
Esempio n. 27
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        private void Awake()
        {
            m_throttleInput.text = "0";
            rect = GetComponent <RectTransform>();
            m_throttleInput.onValidateInput += delegate(string input, int charIndex, char addedChar) { return(ValidateThrottleInputChar(addedChar)); };
            m_throttleInput.onEndEdit.AddListener(delegate
            {
                ValidateThrottle(m_throttleInput.text);

                infoWindowInterface.SetInputLock(false);
                m_throttleInput.DeactivateInputField();

                m_throttleSlider.value = float.Parse(m_throttleInput.text);

                infoWindowInterface.ThrottleVisible = true;
            });
            m_throttleSlider.onValueChanged.AddListener(delegate
            {
                if (m_throttleSlider.value != float.Parse(m_throttleInput.text))
                {
                    UpdateInputField(m_throttleSlider.value);
                }

                UpdatePersistentThrottle(m_throttleSlider.value);
            });
        }
Esempio n. 28
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    IEnumerator Kill()
    {
        input.DeactivateInputField();
        yield return(new WaitForSeconds(0.8f));

        isAlive = false;
    }
Esempio n. 29
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        public void SetFocus(bool bFocus)
        {
#if (UNITY_IOS || UNITY_ANDROID) && !UNITY_EDITOR
            if (!bNativeEditCreated)
            {
                focusOnCreate = bFocus;
                return;
            }

            JsonObject jsonMsg = new JsonObject();

            jsonMsg["msg"]     = MSG_SET_FOCUS;
            jsonMsg["isFocus"] = bFocus;

            this.SendPluginMsg(jsonMsg);
#else
            if (gameObject.activeInHierarchy)
            {
                if (bFocus)
                {
                    objUnityInput.ActivateInputField();
                }
                else
                {
                    objUnityInput.DeactivateInputField();
                }
            }
            else
            {
                focusOnCreate = bFocus;
            }
#endif
        }
Esempio n. 30
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    /// <summary>
    /// Invoked, when user submits a message
    /// </summary>
    public virtual void OnSendClick()
    {
        var text = InputField.text;

        if (string.IsNullOrEmpty(text))
        {
            return;
        }

        if (text[0] == '/')
        {
            HandleCommand(text);
        }
        else
        {
            HandleLocalMessage(text);
        }

        InputField.text = "";
        InputField.DeactivateInputField();

        // Workaround for not restoring focus instantly after sending a message with
        // "Return" key
        if (_allowFocusOnEnter)
        {
            StartCoroutine(DontAllowFocusOnEnter());
        }
    }