private void ClearTextInputVars() { this.m_inputActive = false; this.m_inputFocused = false; this.m_inputOwner = (GameObject) null; this.m_inputMaxCharacters = 0; this.m_inputUpdatedCallback = (UniversalInputManager.TextInputUpdatedCallback) null; this.m_inputCompletedCallback = (UniversalInputManager.TextInputCompletedCallback) null; this.m_inputCanceledCallback = (UniversalInputManager.TextInputCanceledCallback) null; }
public void UseTextInput(UniversalInputManager.TextInputParams parms, bool force = false) { if (!force && (UnityEngine.Object) parms.m_owner == (UnityEngine.Object) this.m_inputOwner) return; if ((UnityEngine.Object) this.m_inputOwner != (UnityEngine.Object) null && (UnityEngine.Object) this.m_inputOwner != (UnityEngine.Object) parms.m_owner) this.ObjectCancelTextInput(parms.m_owner); this.m_inputOwner = parms.m_owner; this.m_inputUpdatedCallback = parms.m_updatedCallback; this.m_inputPreprocessCallback = parms.m_preprocessCallback; this.m_inputCompletedCallback = parms.m_completedCallback; this.m_inputCanceledCallback = parms.m_canceledCallback; this.m_inputPassword = parms.m_password; this.m_inputNumber = parms.m_number; this.m_inputMultiLine = parms.m_multiLine; this.m_inputActive = true; this.m_inputFocused = false; this.m_inputText = parms.m_text ?? string.Empty; this.m_inputNormalizedRect = parms.m_rect; this.m_inputInitialScreenSize.x = (float) Screen.width; this.m_inputInitialScreenSize.y = (float) Screen.height; this.m_inputMaxCharacters = parms.m_maxCharacters; this.m_inputColor = parms.m_color; TextAnchor? nullable = parms.m_alignment; this.m_inputAlignment = !nullable.HasValue ? this.m_defaultInputAlignment : nullable.Value; this.m_inputFont = parms.m_font ?? this.m_defaultInputFont; this.m_inputNeedsFocus = true; this.m_inputIgnoreState = UniversalInputManager.TextInputIgnoreState.INVALID; this.m_inputKeepFocusOnComplete = parms.m_inputKeepFocusOnComplete; if (this.IsTextInputPassword()) Input.imeCompositionMode = IMECompositionMode.Off; this.m_hideVirtualKeyboardOnComplete = parms.m_hideVirtualKeyboardOnComplete; if (!UniversalInputManager.Get().IsTouchMode() || !parms.m_showVirtualKeyboard) return; }