예제 #1
0
    void Start()
    {
        // Define what to do with output from the interpreter.
        // We'll pass it to our output.PrintLine method, but wrap it in some color
        // tags depending on what sort of output it is.
        demoScript.interpreter.standardOutput = (string s) => output.PrintLine(s);
        demoScript.interpreter.implicitOutput = (string s) => output.PrintLine(
            "<color=#66bb66>" + s + "</color>");
        demoScript.interpreter.errorOutput = (string s) => {
            Debug.LogWarning(s);
            output.PrintLine("<color=red>" + s + "</color>");
            // ...and in case of error, we'll also stop the interpreter.
            demoScript.interpreter.Stop();
        };

        // Initialize the interpreter with our setup code.
        if (setupCode != null)
        {
            demoScript.RunScript(setupCode.text);
        }
        else
        {
            demoScript.RunScript("");
        }

        UpdatePrompt();
        input.ActivateInputField();
    }
예제 #2
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        protected override void OnShown()
        {
            base.OnShown();

            ifText.Select();
            ifText.ActivateInputField();
        }
 static int ActivateInputField(IntPtr L)
 {
     LuaScriptMgr.CheckArgsCount(L, 1);
     UnityEngine.UI.InputField obj = (UnityEngine.UI.InputField)LuaScriptMgr.GetUnityObjectSelf(L, 1, "UnityEngine.UI.InputField");
     obj.ActivateInputField();
     return(0);
 }
예제 #4
0
 static int ActivateInputField(IntPtr L)
 {
     L.ChkArgsCount(1);
     UnityEngine.UI.InputField obj = (UnityEngine.UI.InputField)L.ChkUnityObjectSelf(1, "UnityEngine.UI.InputField");
     obj.ActivateInputField();
     return(0);
 }
예제 #5
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    public void OnPressEnter()
    {
        string userInput = text.text;

        ActionCreator.Instance.AdvanceStory(userInput);
        ClearInputField();
        inputField.ActivateInputField();
    }
예제 #6
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 static public int ActivateInputField(IntPtr l)
 {
     try {
         UnityEngine.UI.InputField self = (UnityEngine.UI.InputField)checkSelf(l);
         self.ActivateInputField();
         return(0);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
    void ToggleControl()
    {
        if (!m_controlEnabled)
        {
            m_controlEnabled     = true;
            m_InputField.enabled = true;

            m_PreviouslySelectedObject = EventSystem.current.currentSelectedGameObject;
            m_InputField.ActivateInputField();
        }
        else
        {
            m_controlEnabled     = false;
            m_InputField.enabled = false;

            EventSystem.current.SetSelectedGameObject(m_PreviouslySelectedObject);
            m_PreviouslySelectedObject = null;

            m_InputField.textComponent.text = "Control disabled, press Shift + ` to enable";
        }
    }
예제 #8
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        /// <summary>
        /// Non-Propagating input event handler. Called on a view when it focuses.
        /// </summary>
        public override void HandleFocus()
        {
            base.HandleFocus();

            // If the input field is not focused, focus it
            if (!InputFieldComponent.isFocused == true)
            {
                InputFieldComponent.ActivateInputField();
            }

            UpdateState();
        }
예제 #9
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 void gameOver()
 {
     if (isGameOver)
     {
         return;
     }
     isGameOver             = true;
     gameOverText.text      = "Score: " + score;
     gameOverText.enabled   = true;
     gameOverCanvas.enabled = true;
     gameOverNameInput.Select();
     gameOverNameInput.ActivateInputField();
 }
 static int ActivateInputField(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 1);
         UnityEngine.UI.InputField obj = (UnityEngine.UI.InputField)ToLua.CheckObject <UnityEngine.UI.InputField>(L, 1);
         obj.ActivateInputField();
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
예제 #11
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    void InternalOpen()
    {
        if (!open)
        {
            open = true;
            inputField.enabled = true;
            ClearTildeKeyInput();
            inputField.ActivateInputField();
            inputField.MoveTextEnd(false);

            var fpsCounter = Bowhead.GameManager.instance.fpsCounter;
            if (fpsCounter != null)
            {
                fpsAnchor = fpsCounter.fpsCounter.Anchor;
                memAnchor = fpsCounter.memoryCounter.Anchor;
                gpuAnchor = fpsCounter.deviceInfoCounter.Anchor;

                fpsCounter.fpsCounter.Anchor        = MoveAnchorToBottom(fpsCounter.fpsCounter.Anchor);
                fpsCounter.memoryCounter.Anchor     = MoveAnchorToBottom(fpsCounter.memoryCounter.Anchor);
                fpsCounter.deviceInfoCounter.Anchor = MoveAnchorToBottom(fpsCounter.deviceInfoCounter.Anchor);
            }
        }
    }
예제 #12
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    // Update is called once per frame
    void Update()
    {
        if (Input.GetButtonDown("Submit") == true)
        {
            if (activeField == false)
            {
                activeField            = true;
                TextField.interactable = true;
                TextField.ActivateInputField();
                TextField.Select();
                walkingSpeed = SlowSpeed;
            }

            else
            {
                //submit and disable text box
                activeField            = false;
                TextField.interactable = false;
                activeEnemyManager.CheckList(TextField.text);
                TextField.DeactivateInputField();
                TextField.text = "";
                walkingSpeed   = NormalSpeed;
            }
        }

        if (Input.GetButtonDown("Shoot") && activeField == true)
        {
            //submit only. does not disable text box
            //Debug.Log(TextField.text + '+');
            int strlen = TextField.text.Length;
            //Debug.Log(TextField.text.Substring(0, strlen - 1) + '+');
            if (strlen > 0)
            {
                activeEnemyManager.CheckList(TextField.text.Substring(0, strlen - 1));
            }
            TextField.text = "";
        }

        if (Input.GetKeyDown(KeyCode.Comma))
        {
            SceneManager.LoadScene(1);
        }
    }
예제 #13
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 // Update is called once per frame
 void Update()
 {
     if (Input.GetKeyUp(KeyCode.Return))
     {
         var show = InputField.gameObject.activeSelf;
         if (!show)
         {
             InputField.text = "";
             InputField.gameObject.SetActive(true);
             InputField.ActivateInputField();
         }
         else
         {
             if (_EmotionSkill != null && InputField.text.Length > 0)
             {
                 _EmotionSkill.Talk(InputField.text);
             }
             InputField.gameObject.SetActive(false);
         }
     }
 }
 void Update()
 {
     if (Input.GetButtonDown("Edit Headlines"))
     {
         if (!inpu.enabled)
         {
             Debug.Log("input inactive");
             inpu.text     = "";
             headline.text = "No Headline";
             inpu.enabled  = true;
             Debug.Log("activating input field");
             inpu.ActivateInputField();
             cameraControl.highlight(newsCam, true);
         }
         else
         {
             inpu.enabled = false;
             cameraControl.highlight(newsCam, false);
         }
     }
 }
        void Update()
        {
            // Check for escape key press
            if (Input.GetKeyDown(KeyCode.Return))
            {
                if (m_InputField == null)
                {
                    return;
                }

                // Make sure we have input text
                if (!string.IsNullOrEmpty(m_InputField.text))
                {
                    // Make sure the return key is pressed
                    if (Input.GetKey(KeyCode.Return))
                    {
                        // Send the message
                        this.SendChatMessage(m_InputField.text);
                    }
                }
                else
                {
                    //Show cursor
                    var ctrl = FindObjectOfType <vThirdPersonInput>();
                    if (ctrl)
                    {
                        ctrl.ShowCursor(true);
                        ctrl.LockCursor(true);
                        ctrl.SetLockBasicInput(true);
                        ctrl.SetLockCameraInput(true);
                    }

                    m_InputField.Select();
                    m_InputField.ActivateInputField();
                }
            }
        }
예제 #16
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 // Use this for initialization
 void Start()
 {
     messageText.text = "";
     usernameInput.ActivateInputField();
 }
예제 #17
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 // Use this for initialization
 void Start()
 {
     messageText.text = "";
     usernameInput.ActivateInputField();
     showMessage("Connecting Server ...");
 }
예제 #18
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 // Use this for initialization
 void Start()
 {
     ipAddressInput.ActivateInputField();
 }
예제 #19
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 // Start is called before the first frame update
 void Start()
 {
     inputField.ActivateInputField();
 }