Пример #1
0
	public override void Awake()
	{
		base.Awake();
		_nvc.Awake(gameObject);
		_input = GetComponent<UIInput> ();
		_uiInputField = GetComponent<UnityEngine.UI.InputField>();
	}
Пример #2
0
 internal InputField (GameObject parent, bool visible)
     : base (Addon.Instantiate (parent, "InputField"), visible)
 {
     inputField = GameObject.GetComponent<UnityEngine.UI.InputField> ();
     inputField.onValueChanged.AddListener (x => {
         Changed = true;
     });
 }
		public override void OnEnter()
		{
			GameObject _go = Fsm.GetOwnerDefaultTarget(gameObject);
			if (_go!=null)
			{
				_inputField = _go.GetComponent<UnityEngine.UI.InputField>();
			}

			DoAction();
			
			Finish();
		}
 public override void OnEnter()
 {
     GameObject go = Fsm.GetOwnerDefaultTarget(gameObject);
     if (go!=null)
     {
         _inputField = go.GetComponent<UnityEngine.UI.InputField>();
         if (_inputField!=null)
         {
             _inputField.onEndEdit.AddListener(DoOnEndEdit);
         }else{
             LogError("Missing UI.InputField on "+go.name);
         }
     }else{
         LogError("Missing GameObject");
     }
 }
		public override void OnEnter()
		{

			GameObject _go = Fsm.GetOwnerDefaultTarget(gameObject);
			if (_go!=null)
			{
				_inputField = _go.GetComponent<UnityEngine.UI.InputField>();
			}

			if (resetOnExit.Value)
			{
				_originalValue = _inputField.placeholder;
			}

			DoSetValue();
			
			Finish();
		}
        public override void OnEnter()
        {
            GameObject _go = Fsm.GetOwnerDefaultTarget(gameObject);

            if (_go != null)
            {
                _inputField = _go.GetComponent <UnityEngine.UI.InputField>();
            }

            if (resetOnExit.Value)
            {
                _originalValue = _inputField.shouldHideMobileInput;
            }

            DoSetValue();

            Finish();
        }
        int UnityEngineUIInputField_m_OnSubmit(RealStatePtr L, int gen_param_count)
        {
            ObjectTranslator translator = this;


            UnityEngine.UI.InputField gen_to_be_invoked = (UnityEngine.UI.InputField)translator.FastGetCSObj(L, 1);


            {
                UnityEngine.EventSystems.BaseEventData _eventData = (UnityEngine.EventSystems.BaseEventData)translator.GetObject(L, 2, typeof(UnityEngine.EventSystems.BaseEventData));

                gen_to_be_invoked.OnSubmit(_eventData);



                return(0);
            }
        }
        int UnityEngineUIInputField_m_Rebuild(RealStatePtr L, int gen_param_count)
        {
            ObjectTranslator translator = this;


            UnityEngine.UI.InputField gen_to_be_invoked = (UnityEngine.UI.InputField)translator.FastGetCSObj(L, 1);


            {
                UnityEngine.UI.CanvasUpdate _update; translator.Get(L, 2, out _update);

                gen_to_be_invoked.Rebuild(_update);



                return(0);
            }
        }
        int UnityEngineUIInputField_m_ProcessEvent(RealStatePtr L, int gen_param_count)
        {
            ObjectTranslator translator = this;


            UnityEngine.UI.InputField gen_to_be_invoked = (UnityEngine.UI.InputField)translator.FastGetCSObj(L, 1);


            {
                UnityEngine.Event _e = (UnityEngine.Event)translator.GetObject(L, 2, typeof(UnityEngine.Event));

                gen_to_be_invoked.ProcessEvent(_e);



                return(0);
            }
        }
        int UnityEngineUIInputField_m_MoveTextStart(RealStatePtr L, int gen_param_count)
        {
            ObjectTranslator translator = this;


            UnityEngine.UI.InputField gen_to_be_invoked = (UnityEngine.UI.InputField)translator.FastGetCSObj(L, 1);


            {
                bool _shift = LuaAPI.lua_toboolean(L, 2);

                gen_to_be_invoked.MoveTextStart(_shift);



                return(0);
            }
        }
        int UnityEngineUIInputField_m_SetTextWithoutNotify(RealStatePtr L, int gen_param_count)
        {
            ObjectTranslator translator = this;


            UnityEngine.UI.InputField gen_to_be_invoked = (UnityEngine.UI.InputField)translator.FastGetCSObj(L, 1);


            {
                string _input = LuaAPI.lua_tostring(L, 2);

                gen_to_be_invoked.SetTextWithoutNotify(_input);



                return(0);
            }
        }
        static StackObject *set_text_1(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            System.String @value = (System.String) typeof(System.String).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            UnityEngine.UI.InputField instance_of_this_method = (UnityEngine.UI.InputField) typeof(UnityEngine.UI.InputField).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            instance_of_this_method.text = value;

            return(__ret);
        }
        /// <summary>
        /// True if any input element is active.
        /// </summary>
        /// <returns></returns>
        public static bool IsInputInUse()
        {
            GameObject selected = EventSystem.current.currentSelectedGameObject;

            if (selected != null)
            {
                UnityEngine.UI.InputField inputField = selected.GetComponent <UnityEngine.UI.InputField>();
                if (inputField != null)
                {
                    return(true);
                }

                TMPro.TMP_InputField tmpInputField = selected.GetComponent <TMPro.TMP_InputField>();
                if (tmpInputField != null)
                {
                    return(true);
                }
            }
            return(false);
        }
Пример #14
0
    void Start()
    {
        if (PickPanel == null) PickPanel = this.transform;
        color0 = PickPanel.Find("colorLast/color0").GetComponent<UnityEngine.UI.RawImage>();
        color1 = PickPanel.Find("color1").GetComponent<UnityEngine.UI.RawImage>();
        sc = PickPanel.Find("SliderSC").GetComponent<UnityEngine.UI.Slider>();
        sr = PickPanel.Find("SliderR").GetComponent<UnityEngine.UI.Slider>();
        sg = PickPanel.Find("SliderG").GetComponent<UnityEngine.UI.Slider>();
        sb = PickPanel.Find("SliderB").GetComponent<UnityEngine.UI.Slider>();
        vr = PickPanel.Find("ValueR").GetComponent<UnityEngine.UI.InputField>();
        vg = PickPanel.Find("ValueG").GetComponent<UnityEngine.UI.InputField>();
        vb = PickPanel.Find("ValueB").GetComponent<UnityEngine.UI.InputField>();
        m = PickPanel.Find("m/Quad");
        initPicker();

        colorIndexTex = new Texture2D(16, 16, TextureFormat.ARGB32, false);
        colorIndexTex.filterMode = FilterMode.Point;
        InitDefPalette();
        InitPalette();
    }
Пример #15
0
        public IEnumerator MainMenu_to_Forum_with_Tweets()
        {
            SceneManager.LoadScene("MainMenu");

            yield return(new WaitForSeconds(.001f));

            UnityEngine.UI.Button forumButton = GameObject.Find("TheForum").GetComponent <UnityEngine.UI.Button>();
            forumButton.onClick.Invoke();

            yield return(new WaitForSeconds(.001f));

            UnityEngine.UI.InputField TwitterText = GameObject.Find("TwitterText").GetComponent <UnityEngine.UI.InputField>();

            TwitterText.text = "Hi!";

            UnityEngine.UI.Button TwitterBtn = GameObject.Find("TwitterBtn").GetComponent <UnityEngine.UI.Button>();
            TwitterBtn.onClick.Invoke();

            yield return(new WaitForSeconds(.001f));
        }
Пример #16
0
        public override void OnEnter()
        {
            GameObject _go = Fsm.GetOwnerDefaultTarget(gameObject);
            if (_go!=null)
            {
                _inputField = _go.GetComponent<UnityEngine.UI.InputField>();
            }

            if (resetOnExit.Value)
            {
                _originalString = _inputField.text;
            }

            DoSetTextValue();

            if (!everyFrame)
            {
                Finish();
            }
        }
		public override void OnEnter()
		{
			GameObject go = Fsm.GetOwnerDefaultTarget(gameObject);
			if (go!=null)
			{
				_inputField = go.GetComponent<UnityEngine.UI.InputField>();
				if (_inputField!=null)
				{
					#if UNITY_4_6 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2
					_inputField.onValueChange.AddListener(DoOnValueChange);
					#else
					_inputField.onValueChanged.AddListener(DoOnValueChange);
					#endif
				}else{
					LogError("Missing UI.InputField on "+go.name);
				}
			}else{
				LogError("Missing GameObject");
			}

		}
 public void ManualSetTextTarget(UnityEngine.UI.Text target)
 {
     if (target == null)
     {
         previousLinkedGameObject = null;
         linkedGameObject         = null;
         linkedBehaviour          = null;
         fields.Clear();
         field          = string.Empty;
         lastInputField = null;
         _inputField    = null;
     }
     else
     {
         _inputField      = null;
         lastInputField   = null;
         linkedGameObject = target.gameObject;
         linkedBehaviour  = target;
         field            = "text";
     }
 }
        public override void OnEnter()
        {
            GameObject go = Fsm.GetOwnerDefaultTarget(gameObject);

            if (go != null)
            {
                _inputField = go.GetComponent <UnityEngine.UI.InputField>();
                if (_inputField != null)
                {
                    _inputField.onEndEdit.AddListener(DoOnEndEdit);
                }
                else
                {
                    LogError("Missing UI.InputField on " + go.name);
                }
            }
            else
            {
                LogError("Missing GameObject");
            }
        }
        public override void OnEnter()
        {
            GameObject _go = Fsm.GetOwnerDefaultTarget(gameObject);

            if (_go != null)
            {
                _inputField = _go.GetComponent <UnityEngine.UI.InputField>();
            }

            if (resetOnExit.Value)
            {
                _originalString = _inputField.text;
            }

            DoSetTextValue();

            if (!everyFrame)
            {
                Finish();
            }
        }
Пример #21
0
    // Get components from the Unity scene
    private void FindTextComponents()
    {
        try
        {
            addScoreButton    = addScoreButton.GetComponent <UnityEngine.UI.Button>();
            status            = status.GetComponent <UnityEngine.UI.Text>();
            displayScore      = displayScore.GetComponent <UnityEngine.UI.Text>();
            displayScoreLabel = displayScoreLabel.GetComponent <UnityEngine.UI.Text>();
            usernameInput     = usernameInput.GetComponent <UnityEngine.UI.InputField>();
            score             = score.GetComponent <UnityEngine.UI.Text>();

            for (int i = 0; i < TOTAL_SCORES; i++)
            {
                names[i]  = names[i].GetComponent <UnityEngine.UI.Text>();
                scores[i] = scores[i].GetComponent <UnityEngine.UI.Text>();
            }
        }
        catch (System.Exception e)
        {
            UnityEngine.Debug.Log(e.Message);
        }
    }
Пример #22
0
 /// <summary>
 /// Write the specified value using the writer.
 /// </summary>
 /// <param name="value">Value.</param>
 /// <param name="writer">Writer.</param>
 public override void Write(object value, ISaveGameWriter writer)
 {
     UnityEngine.UI.InputField inputField = (UnityEngine.UI.InputField)value;
     writer.WriteProperty("shouldHideMobileInput", inputField.shouldHideMobileInput);
     writer.WriteProperty("text", inputField.text);
     writer.WriteProperty("caretBlinkRate", inputField.caretBlinkRate);
     writer.WriteProperty("caretWidth", inputField.caretWidth);
     writer.WriteProperty("textComponent", inputField.textComponent);
     writer.WriteProperty("placeholderType", inputField.placeholder.GetType().AssemblyQualifiedName);
     writer.WriteProperty("placeholder", inputField.placeholder);
     writer.WriteProperty("caretColor", inputField.caretColor);
     writer.WriteProperty("customCaretColor", inputField.customCaretColor);
     writer.WriteProperty("selectionColor", inputField.selectionColor);
     writer.WriteProperty("characterLimit", inputField.characterLimit);
     writer.WriteProperty("contentType", inputField.contentType);
     writer.WriteProperty("lineType", inputField.lineType);
     writer.WriteProperty("inputType", inputField.inputType);
     writer.WriteProperty("keyboardType", inputField.keyboardType);
     writer.WriteProperty("characterValidation", inputField.characterValidation);
     writer.WriteProperty("readOnly", inputField.readOnly);
     writer.WriteProperty("asteriskChar", inputField.asteriskChar);
     writer.WriteProperty("caretPosition", inputField.caretPosition);
     writer.WriteProperty("selectionAnchorPosition", inputField.selectionAnchorPosition);
     writer.WriteProperty("selectionFocusPosition", inputField.selectionFocusPosition);
     writer.WriteProperty("navigation", inputField.navigation);
     writer.WriteProperty("transition", inputField.transition);
     writer.WriteProperty("colors", inputField.colors);
     writer.WriteProperty("spriteState", inputField.spriteState);
     writer.WriteProperty("animationTriggers", inputField.animationTriggers);
     writer.WriteProperty("targetGraphicType", inputField.targetGraphic.GetType().AssemblyQualifiedName);
     writer.WriteProperty("targetGraphic", inputField.targetGraphic);
     writer.WriteProperty("interactable", inputField.interactable);
     writer.WriteProperty("image", inputField.image);
     writer.WriteProperty("useGUILayout", inputField.useGUILayout);
     writer.WriteProperty("enabled", inputField.enabled);
     writer.WriteProperty("tag", inputField.tag);
     writer.WriteProperty("name", inputField.name);
     writer.WriteProperty("hideFlags", inputField.hideFlags);
 }
        /// <summary>
        /// Targets the indicated input field for the keyboard. This will also 'select' the InputField in Unity UI
        /// </summary>
        /// <param name="target"></param>
        public void SetInputTarget(TMPro.TMP_InputField target)
        {
            if (!ValidateHost())
            {
                return;
            }

            _tmpInputField = target;
            _inputField    = null;

            if (_tmpInputField != null)
            {
                _tmpInputField.Select();
                LastTMProInputField = _tmpInputField;
                if (_tmpInputField.selectionAnchorPosition > _tmpInputField.selectionFocusPosition)
                {
                    insertPoint     = _tmpInputField.selectionFocusPosition;
                    selectionLength = _tmpInputField.selectionAnchorPosition - _tmpInputField.selectionFocusPosition;
                }
                else if (_tmpInputField.selectionFocusPosition > _tmpInputField.selectionAnchorPosition)
                {
                    insertPoint     = _tmpInputField.selectionAnchorPosition;
                    selectionLength = _tmpInputField.selectionFocusPosition - _tmpInputField.selectionAnchorPosition;
                }
                else
                {
                    insertPoint     = _tmpInputField.selectionAnchorPosition;
                    selectionLength = 0;
                }
            }

            if (_tmpInputField != null && EventSystem.current.currentSelectedGameObject != linkedGameObject)
            {
                LastTMProInputField = _tmpInputField;
                linkedGameObject    = EventSystem.current.currentSelectedGameObject;
                linkedBehaviour     = LastTMProInputField;
                field = "text";
            }
        }
        /// <summary>
        /// Targets the indicated input field for the keyboard. This will also 'select' the InputField in Unity UI
        /// </summary>
        /// <param name="target"></param>
        public void SetInputTarget(UnityEngine.UI.InputField target)
        {
            if (!ValidateHost())
            {
                return;
            }

            _inputField    = target;
            _tmpInputField = null;

            if (_inputField != null)
            {
                _inputField.Select();
                lastInputField = _inputField;
                if (_inputField.selectionAnchorPosition > _inputField.selectionFocusPosition)
                {
                    insertPoint     = _inputField.selectionFocusPosition;
                    selectionLength = _inputField.selectionAnchorPosition - _inputField.selectionFocusPosition;
                }
                else if (_inputField.selectionFocusPosition > _inputField.selectionAnchorPosition)
                {
                    insertPoint     = _inputField.selectionAnchorPosition;
                    selectionLength = _inputField.selectionFocusPosition - _inputField.selectionAnchorPosition;
                }
                else
                {
                    insertPoint     = _inputField.selectionAnchorPosition;
                    selectionLength = 0;
                }
            }

            if (_inputField != null && EventSystem.current.currentSelectedGameObject != linkedGameObject)
            {
                lastInputField   = _inputField;
                linkedGameObject = EventSystem.current.currentSelectedGameObject;
                linkedBehaviour  = lastInputField;
                field            = "text";
            }
        }
Пример #25
0
        public UGUINode DrawLayer(GroupNode layer, UGUINode parent)
        {
            UGUINode node = PSDImportUtility.InstantiateItem(GroupType.INPUTFIELD, layer.Name, parent);

            UnityEngine.UI.InputField inputfield = node.InitComponent <UnityEngine.UI.InputField>();

            if (layer.images != null)
            {
                for (int imageIndex = 0; imageIndex < layer.images.Count; imageIndex++)
                {
                    ImgNode image     = layer.images[imageIndex];
                    string  lowerName = image.Name.ToLower();

                    if (image.type == ImgType.Label)
                    {
                        if (lowerName.StartsWith("t_"))
                        {
                            UnityEngine.UI.Text text = (UnityEngine.UI.Text)inputfield.textComponent;//inputfield.transform.Find("Text").GetComponent<UnityEngine.UI.Text>();
                            PSDImportUtility.SetPictureOrLoadColor(image, text);
                        }
                        else if (lowerName.StartsWith("p_"))
                        {
                            UnityEngine.UI.Text text = (UnityEngine.UI.Text)inputfield.placeholder;//.transform.Find("Placeholder").GetComponent<UnityEngine.UI.Text>();
                            PSDImportUtility.SetPictureOrLoadColor(image, text);
                        }
                    }
                    else
                    {
                        if (lowerName.StartsWith("b_"))
                        {
                            PSDImportUtility.SetPictureOrLoadColor(image, inputfield.image);
                            PSDImportUtility.SetRectTransform(image, inputfield.GetComponent <RectTransform>());
                        }
                    }
                }
            }
            return(node);
        }
Пример #26
0
        public IEnumerator Submit_MCQ_Questions()
        {
            SceneManager.LoadScene("MainMenu");

            yield return(null);

            UnityEngine.UI.Button MCQButton = GameObject.Find("SubmitMCQ").GetComponent <UnityEngine.UI.Button>();
            MCQButton.onClick.Invoke();

            yield return(new WaitForSeconds(.001f));

            UnityEngine.UI.InputField QuestionBody = GameObject.Find("QuestionBody").GetComponent <UnityEngine.UI.InputField>();

            QuestionBody.text = "This is a new question!";

            UnityEngine.UI.InputField ChoiceA = GameObject.Find("ChoiceA").GetComponent <UnityEngine.UI.InputField>();

            ChoiceA.text = "Answer A";

            UnityEngine.UI.InputField ChoiceB = GameObject.Find("ChoiceB").GetComponent <UnityEngine.UI.InputField>();

            ChoiceB.text = "Answer B";

            UnityEngine.UI.InputField ChoiceC = GameObject.Find("ChoiceC").GetComponent <UnityEngine.UI.InputField>();

            ChoiceC.text = "Answer C";

            UnityEngine.UI.InputField ChoiceD = GameObject.Find("ChoiceD").GetComponent <UnityEngine.UI.InputField>();

            ChoiceD.text = "Answer D";

            UnityEngine.UI.Button SubmitBtn = GameObject.Find("SubmitButton").GetComponent <UnityEngine.UI.Button>();
            SubmitBtn.onClick.Invoke();

            yield return(new WaitForSeconds(.001f));

            yield return(null);
        }
Пример #27
0
        void Start()
        {
            LoadOrSaveState loadOrSaveState = (LoadOrSaveState)StateHolder.StateManager.GetAndClearPassedState();

            mSaveScreenMode = loadOrSaveState.mSaveScreenMode;
            mReturnScene    = loadOrSaveState.mReturnScene;

            mSaveNameInputField = mTextbox.GetComponent <UnityEngine.UI.InputField>();

            int saveVersion = 0;

            for (SaveSlot slot = SaveSlot.One; slot <= SaveSlot.Max; slot++)
            {
                int slotIndex = (int)slot - 1;
                if (SaveManager.ReadSaveHeader(slot, out saveVersion, ref mSaveNames[slotIndex]))
                {
                    mSaveSlotButtons[slotIndex].GetComponent <UnityEngine.UI.Button>().interactable = true;
                    mSaveSlotButtons[slotIndex].GetComponentInChildren <UnityEngine.UI.Text>().text =
                        "Slot " + ((int)slot).ToString() + ": " + mSaveNames[slotIndex];
                }
                else
                {
                    mSaveSlotButtons[slotIndex].GetComponent <UnityEngine.UI.Button>().interactable =
                        mSaveScreenMode != SaveScreenMode.Loading;

                    mSaveSlotButtons[slotIndex].GetComponentInChildren <UnityEngine.UI.Text>().text =
                        "Slot " + ((int)slot).ToString() +
                        (mSaveScreenMode == SaveScreenMode.Loading ? ": no valid save" : ": no save");
                }
            }

            if (mSaveScreenMode == SaveScreenMode.Loading)
            {
                mSaveNameInputField.interactable = false;
            }

            UpdateUI();
        }
Пример #28
0
        /** 初期化。
         */
        public void Initialize(InputField2D a_parent)
        {
            //raw
            this.raw_gameobject          = Fee.Instantiate.Instantiate.CreateUiInputField("InputField", Fee.Render2D.Render2D.GetInstance().GetRootTransform());
            this.raw_focus_monobehaviour = this.raw_gameobject.AddComponent <Fee.Ui.Focus_MonoBehaviour>();
            this.raw_transform           = this.raw_gameobject.GetComponent <UnityEngine.Transform>();
            this.raw_inputfield          = this.raw_gameobject.GetComponent <UnityEngine.UI.InputField>();
            this.raw_recttransform       = this.raw_gameobject.GetComponent <UnityEngine.RectTransform>();
            this.raw_text             = this.raw_inputfield.textComponent;
            this.raw_image            = this.raw_inputfield.image;
            this.raw_placeholder_text = this.raw_inputfield.placeholder.GetComponent <UnityEngine.UI.Text>();
            this.raw_gameobject.SetActive(false);

            {
                UnityEngine.UI.Navigation t_navigation = this.raw_inputfield.navigation;
                t_navigation.mode = UnityEngine.UI.Navigation.Mode.None;
                this.raw_inputfield.navigation = t_navigation;
            }

            //共通マテリアルアイテム複製。
            this.raw_custom_text_material_item  = Render2D.GetInstance().GetUiTextMaterialItem().DuplicateMaterialItem();
            this.raw_custom_image_material_item = Render2D.GetInstance().GetUiImageMaterialItem().DuplicateMaterialItem();
        }
Пример #29
0
        private void Awake()
        {
            hostInputField = GetComponent <UnityEngine.UI.InputField>();

            if (initalizeMode == UixSyncInitializationMode.MatchVariable && textVariable != null)
            {
                internalUpdate = true;

                hostInputField.text = textVariable.Value;

                internalUpdate = false;
            }
            else if (initalizeMode == UixSyncInitializationMode.MatchUiControl && textVariable != null)
            {
                internalUpdate = true;

                textVariable.Value = hostInputField.text;

                internalUpdate = false;
            }

            hostInputField.onValueChanged.AddListener(HandleChange);
            hostInputField.onEndEdit.AddListener(HandleEndEdit);
        }
        protected override bool ExecCommand(StoryInstance instance, long delta)
        {
            UnityEngine.GameObject obj = m_Obj.Value as UnityEngine.GameObject;
            if (null != obj)
            {
                UiStoryInitializer initer = obj.GetComponent <UiStoryInitializer>();
                if (null != initer)
                {
                    UiStoryEventHandler handler = obj.GetComponent <UiStoryEventHandler>();
                    if (null == handler)
                    {
                        handler = obj.AddComponent <UiStoryEventHandler>();
                    }
                    if (null != handler)
                    {
                        int ct = m_VarInfos.Count;
                        for (int ix = 0; ix < ct; ++ix)
                        {
                            string name = m_VarInfos[ix].m_VarName.Value;
                            string path = m_VarInfos[ix].m_ControlPath.Value;
                            UnityEngine.GameObject ctrl = Utility.FindChildObjectByPath(obj, path);
                            AddVariable(instance, name, ctrl);
                        }

                        handler.WindowName = initer.WindowName;
                        var list = m_Inputs;
                        for (int k = 0; k < list.Count; ++k)
                        {
                            string path = list[k].Value;
                            var    comp = Utility.FindComponentInChildren <UnityEngine.UI.InputField>(obj, path);
                            handler.InputLabels.Add(comp);
                        }
                        list = m_Toggles;
                        for (int k = 0; k < list.Count; ++k)
                        {
                            string path = list[k].Value;
                            var    comp = Utility.FindComponentInChildren <UnityEngine.UI.Toggle>(obj, path);
                            handler.InputToggles.Add(comp);
                        }
                        list = m_Sliders;
                        for (int k = 0; k < list.Count; ++k)
                        {
                            string path = list[k].Value;
                            var    comp = Utility.FindComponentInChildren <UnityEngine.UI.Slider>(obj, path);
                            handler.InputSliders.Add(comp);
                        }
                        list = m_DropDowns;
                        for (int k = 0; k < list.Count; ++k)
                        {
                            string path = list[k].Value;
                            var    comp = Utility.FindComponentInChildren <UnityEngine.UI.Dropdown>(obj, path);
                            handler.InputDropdowns.Add(comp);
                        }

                        ct = m_EventInfos.Count;
                        for (int ix = 0; ix < ct; ++ix)
                        {
                            string evt  = m_EventInfos[ix].m_Event.Value;
                            string tag  = m_EventInfos[ix].m_Tag.Value;
                            string path = m_EventInfos[ix].m_Path.Value;
                            if (evt == "button")
                            {
                                UnityEngine.UI.Button button = Utility.FindComponentInChildren <UnityEngine.UI.Button>(obj, path);
                                button.onClick.AddListener(() => { handler.OnClickHandler(tag); });
                            }
                            else if (evt == "toggle")
                            {
                                UnityEngine.UI.Toggle toggle = Utility.FindComponentInChildren <UnityEngine.UI.Toggle>(obj, path);
                                toggle.onValueChanged.AddListener((bool val) => { handler.OnToggleHandler(tag, val); });
                            }
                            else if (evt == "dropdown")
                            {
                                UnityEngine.UI.Dropdown dropdown = Utility.FindComponentInChildren <UnityEngine.UI.Dropdown>(obj, path);
                                dropdown.onValueChanged.AddListener((int val) => { handler.OnDropdownHandler(tag, val); });
                            }
                            else if (evt == "slider")
                            {
                                UnityEngine.UI.Slider slider = Utility.FindComponentInChildren <UnityEngine.UI.Slider>(obj, path);
                                slider.onValueChanged.AddListener((float val) => { handler.OnSliderHandler(tag, val); });
                            }
                            else if (evt == "input")
                            {
                                UnityEngine.UI.InputField input = Utility.FindComponentInChildren <UnityEngine.UI.InputField>(obj, path);
                                input.onEndEdit.AddListener((string val) => { handler.OnInputHandler(tag, val); });
                            }
                        }
                    }
                }
            }
            return(false);
        }
Пример #31
0
 public static void SetActionOnInputField(UnityEngine.UI.InputField field, Action <string> action)
 {
     field?.onValueChanged.RemoveAllListeners();
     field?.onValueChanged.AddListener((value) => { action(value); });
 }
Пример #32
0
            public void Create(FileBrowseProp prop, FileBrowser browser)
            {
                this.prop    = prop;
                this.browser = browser;

                //
                //      NAV BUTTONS
                ////////////////////////////////////////////////////////////////////////////////
                this.backBtn = this.prop.CreateButton(this.transform, "");
                if (this.prop.navBackSprite != null)
                {
                    FileBrowseProp.CreateCenteredImage(this.prop.navBackSprite, backBtn.transform, Vector2.zero);
                }

                this.backBtn.onClick.AddListener(() => { this.browser.HistoryGoBack(); });

                this.fwdBtn = this.prop.CreateButton(this.transform, "");
                if (this.prop.navForwardSprite != null)
                {
                    FileBrowseProp.CreateCenteredImage(this.prop.navForwardSprite, fwdBtn.transform, Vector2.zero);
                }

                this.fwdBtn.onClick.AddListener(() => { this.browser.HistoryGoForward(); });

                this.upBtn = this.prop.CreateButton(this.transform, "UpButton");
                if (this.prop.navUpSprite != null)
                {
                    FileBrowseProp.CreateCenteredImage(this.prop.navUpSprite, upBtn.transform, Vector2.zero);
                }

                this.upBtn.onClick.AddListener(() => { this.browser.NavigateParent(); });

                //
                //      Edit Location
                ////////////////////////////////////////////////////////////////////////////////

                GameObject goLoc = new GameObject("EditLoc");

                goLoc.transform.SetParent(this.transform);
                goLoc.transform.localRotation = Quaternion.identity;
                goLoc.transform.localScale    = Vector3.one;
                UnityEngine.UI.Image editPlate = goLoc.AddComponent <UnityEngine.UI.Image>();
                editPlate.sprite = this.prop.inputPlateSprite;
                editPlate.type   = UnityEngine.UI.Image.Type.Sliced;
                RectTransform rtEditPlate = editPlate.rectTransform;

                rtEditPlate.anchorMin = Vector2.zero;
                rtEditPlate.anchorMax = Vector2.one;
                rtEditPlate.pivot     = new Vector2(0.0f, 1.0f);
                rtEditPlate.offsetMin = Vector2.zero;
                rtEditPlate.offsetMax = Vector2.zero;

                this.prop.inputText.Create(goLoc.transform, out this.textInput, "", "InputText");
                this.textInput.alignment = TextAnchor.MiddleLeft;
                RectTransform rtInputTxt = this.textInput.rectTransform;

                rtInputTxt.anchorMin = Vector2.zero;
                rtInputTxt.anchorMax = Vector2.one;
                rtInputTxt.pivot     = new Vector2(0.0f, 1.0f);
                rtInputTxt.offsetMin = new Vector2(this.prop.inputPadding, 0.0f);
                rtInputTxt.offsetMax = new Vector2(-this.prop.inputPadding, 0.0f);

                this.editInput = goLoc.AddComponent <UnityEngine.UI.InputField>();
                this.editInput.targetGraphic = editPlate;
                this.editInput.textComponent = this.textInput;
                this.editInput.onEndEdit.AddListener(
                    (x) =>
                {
                    this.OnInput_PathEndEdit(x);
                });
                this.editInput.lineType = UnityEngine.UI.InputField.LineType.MultiLineSubmit;

                this.DisableInput();

                UnityEngine.EventSystems.EventTrigger et = goLoc.AddComponent <UnityEngine.EventSystems.EventTrigger>();
                et.triggers = new List <UnityEngine.EventSystems.EventTrigger.Entry>();
                UnityEngine.EventSystems.EventTrigger.Entry evtMDown = new UnityEngine.EventSystems.EventTrigger.Entry();
                evtMDown.eventID = UnityEngine.EventSystems.EventTriggerType.PointerClick;
                evtMDown.callback.AddListener(
                    (x) =>
                {
                    this.OnButton_PathClick((UnityEngine.EventSystems.PointerEventData)x);
                });
                et.triggers.Add(evtMDown);

                this.created = true;

                this.RefreshNavigationButtonsInteractivity();
            }
Пример #33
0
 private void Start()
 {
     field = GetComponent <UnityEngine.UI.InputField>();
     field.onValueChanged.AddListener(ParseAll);
 }
Пример #34
0
        protected void _Create(EleBaseRect parent, string text, Font font, Color fontColor, int pointSize, bool multiline, Sprite plate, PadRect padding, Vector2 size, string name)
        {
            this.border = padding;

            GameObject go = new GameObject("InputPlate_" + name);

            go.transform.SetParent(parent.GetContentRect(), false);
            go.transform.localRotation = Quaternion.identity;
            go.transform.localScale    = Vector3.one;
            UnityEngine.UI.Image img = go.AddComponent <UnityEngine.UI.Image>();
            img.RTQ().TopLeftAnchorsPivot();
            img.sprite = plate;
            img.type   = UnityEngine.UI.Image.Type.Sliced;

            GameObject goInput = new GameObject("Input_" + name);

            goInput.transform.SetParent(go.transform, false);
            this.rtInput           = goInput.AddComponent <RectTransform>();
            this.rtInput.pivot     = new Vector2(0.0f, 1.0f);
            this.rtInput.anchorMin = Vector2.zero;
            this.rtInput.anchorMax = Vector2.one;
            this.rtInput.offsetMin = new Vector2(padding.left, padding.bot);
            this.rtInput.offsetMax = new Vector2(-padding.right, -padding.top);


            GameObject goText = new GameObject("InputText_" + name);

            goText.transform.SetParent(this.rtInput, false);
            goText.transform.localRotation = Quaternion.identity;
            goText.transform.localPosition = Vector3.zero;
            UnityEngine.UI.Text txt = goText.AddComponent <UnityEngine.UI.Text>();
            txt.RTQ().TopLeftAnchorsPivot().ExpandParentFlush();

            GameObject goPlaceholder = new GameObject("InputPlaceholder_" + name);

            goPlaceholder.transform.SetParent(this.rtInput, false);
            goPlaceholder.transform.localRotation = Quaternion.identity;
            goPlaceholder.transform.localPosition = Vector3.zero;
            UnityEngine.UI.Text txtPlace = goPlaceholder.AddComponent <UnityEngine.UI.Text>();
            txtPlace.RTQ().TopLeftAnchorsPivot().ExpandParentFlush();

            this.input = goInput.AddComponent <UnityEngine.UI.InputField>();
            this.input.textComponent = txt;
            this.input.targetGraphic = img;
            this.input.placeholder   = txtPlace;
            this.rt                           = go.GetComponent <RectTransform>();
            this.placeholder                  = txtPlace;
            this.text                         = txt;
            this.text.color                   = fontColor;
            this.text.font                    = font;
            this.text.fontSize                = pointSize;
            this.text.verticalOverflow        = VerticalWrapMode.Overflow;
            this.placeholder.color            = new Color(fontColor.r, fontColor.g, fontColor.b, fontColor.a * 0.5f);
            this.placeholder.font             = font;
            this.placeholder.fontSize         = pointSize;
            this.placeholder.verticalOverflow = VerticalWrapMode.Overflow;

            this.input.lineType =
                multiline ?
                UnityEngine.UI.InputField.LineType.MultiLineNewline :
                UnityEngine.UI.InputField.LineType.SingleLine;

            if (multiline == false)
            {
                this.text.alignment        = TextAnchor.MiddleLeft;
                this.placeholder.alignment = TextAnchor.MiddleLeft;
            }
        }
Пример #35
0
 protected override void OnInit()
 {
     base.OnInit();
     input = GetComponent <UnityEngine.UI.InputField>();
 }
Пример #36
0
        public void DrawLayer(Layer layer, GameObject parent)
        {
            UnityEngine.UI.InputField temp       = AssetDatabase.LoadAssetAtPath(PSDImporterConst.ASSET_PATH_INPUTFIELD, typeof(UnityEngine.UI.InputField)) as UnityEngine.UI.InputField;
            UnityEngine.UI.InputField inputfield = GameObject.Instantiate(temp) as UnityEngine.UI.InputField;
            inputfield.transform.SetParent(parent.transform, false);//.parent = parent.transform;
            inputfield.name = layer.name;
            inputfield.placeholder?.gameObject.SetActive(false);
            //if (layer.image != null)
            if (layer.layers != null)
            {
                for (int imageIndex = 0; imageIndex < layer.layers.Length; imageIndex++)
                {
                    PSImage image = layer.layers[imageIndex].image;
                    //PSImage image = layer.image;

                    if (image.imageType == ImageType.Label)
                    {
                        if (image.name.ToLower().Contains("text"))
                        {
                            UnityEngine.UI.Text text = (UnityEngine.UI.Text)inputfield.textComponent;//inputfield.transform.Find("Text").GetComponent<UnityEngine.UI.Text>();
                            Color color;
                            if (UnityEngine.ColorUtility.TryParseHtmlString(("#" + image.arguments[0]), out color))
                            {
                                text.color = color;
                            }
                            int   size;
                            float sizeFloat;
                            if (float.TryParse(image.arguments[2], out sizeFloat))
                            {
                                size          = Mathf.RoundToInt(sizeFloat);
                                text.fontSize = size;
                            }
                            text.text = image.arguments[3];

                            //设置字体,注意unity中的字体名需要和导出的xml中的一致
                            string fontFolder;

                            if (image.arguments[1].ToLower().Contains("static"))
                            {
                                fontFolder = PSDImporterConst.FONT_STATIC_FOLDER;
                            }
                            else
                            {
                                fontFolder = fontFolder = PSDImporterConst.FONT_FOLDER;
                            }
                            string fontFullName = fontFolder + image.arguments[1] + PSDImporterConst.FONT_SUFIX;
                            Debug.Log("font name ; " + fontFullName);
                            var font = AssetDatabase.LoadAssetAtPath(fontFullName, typeof(Font)) as Font;
                            if (font == null)
                            {
                                Debug.LogWarning("Load font failed : " + fontFullName);
                            }
                            else
                            {
                                text.font = font;
                            }
                            //ps的size在unity里面太小,文本会显示不出来,暂时选择溢出
                            text.verticalOverflow   = VerticalWrapMode.Overflow;
                            text.horizontalOverflow = HorizontalWrapMode.Overflow;
                            //设置对齐
                            if (image.arguments.Length >= 5)
                            {
                                text.alignment = ParseAlignmentPS2UGUI(image.arguments[4]);
                            }
                            else
                            {
                                text.alignment = TextAnchor.MiddleLeft;
                            }
                            TextImport.SetOutline(image, text);
                        }
                        else if (image.name.ToLower().Contains("holder"))
                        {
                            /*
                             * UnityEngine.UI.Text text = (UnityEngine.UI.Text)inputfield.placeholder;//.transform.Find("Placeholder").GetComponent<UnityEngine.UI.Text>();
                             * Color color;
                             * if (UnityEngine.ColorUtility.TryParseHtmlString(("#" + image.arguments[0]), out color))
                             * {
                             *  text.color = color;
                             * }
                             *
                             * int size;
                             * float sizeFloat;
                             * if (float.TryParse(image.arguments[2], out sizeFloat))
                             * {
                             *  size = Mathf.RoundToInt(sizeFloat);
                             *  text.fontSize = size;
                             * }
                             *
                             * text.text = image.arguments[3];
                             *
                             * //设置字体,注意unity中的字体名需要和导出的xml中的一致
                             * string fontFolder;
                             *
                             * if (image.arguments[1].ToLower().Contains("static"))
                             * {
                             *  fontFolder = PSDImporterConst.FONT_STATIC_FOLDER;
                             * }
                             * else
                             * {
                             *  fontFolder = fontFolder = PSDImporterConst.FONT_FOLDER;
                             * }
                             * string fontFullName = fontFolder + image.arguments[1] + PSDImporterConst.FONT_SUFIX;
                             * Debug.Log("font name ; " + fontFullName);
                             * var font = AssetDatabase.LoadAssetAtPath(fontFullName, typeof(Font)) as Font;
                             * if (font == null)
                             * {
                             *  Debug.LogWarning("Load font failed : " + fontFullName);
                             * }
                             * else
                             * {
                             *  text.font = font;
                             * }
                             * //ps的size在unity里面太小,文本会显示不出来,暂时选择溢出
                             * text.verticalOverflow = VerticalWrapMode.Overflow;
                             * text.horizontalOverflow = HorizontalWrapMode.Overflow;
                             * //设置对齐
                             * if (image.arguments.Length >= 5)
                             *  text.alignment = ParseAlignmentPS2UGUI(image.arguments[4]);
                             * else
                             * {
                             *  text.alignment = TextAnchor.MiddleLeft;
                             * }*/
                        }
                    }
                    else
                    {
                        if (image.name.ToLower().Contains("background"))
                        {
                            if (image.imageSource == ImageSource.Common || image.imageSource == ImageSource.Custom)
                            {
                                string assetPath = PSDImportUtility.baseDirectory + image.name + PSDImporterConst.PNG_SUFFIX;
                                Sprite sprite    = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Sprite)) as Sprite;
                                inputfield.image.sprite = sprite;

                                RectTransform rectTransform = inputfield.GetComponent <RectTransform>();
                                rectTransform.sizeDelta        = new Vector2(image.size.width, image.size.height);
                                rectTransform.anchoredPosition = new Vector2(image.position.x, image.position.y);
                            }
                            else if (image.imageSource == ImageSource.Global)
                            {
                                SpriteImport.SetGlobalImage(inputfield.image, image);
                            }
                        }
                    }
                }
            }
        }
 // Use this for initialization
 void Start()
 {
     input = gameObject.transform.GetComponent<UnityEngine.UI.InputField> ();
     input.onEndEdit.AddListener (OnLine);
     Focus ();
 }
Пример #38
0
 public void PlayAudioFile(UnityEngine.UI.InputField FileNameIN, System.TimeSpan?OffsetStart)
 {
     PlayAudioStream(FileNameIN.text, OffsetStart);
 }
Пример #39
0
        void InitInput(GameObject windows)
        {
            GameObject input_obj = new GameObject("input");
            input_obj.transform.parent = windows.transform;
            UnityEngine.UI.Image img_input = input_obj.AddComponent<UnityEngine.UI.Image>();
            img_input.rectTransform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Left, 0, 0);
            img_input.rectTransform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Bottom, -15, 30);
            img_input.rectTransform.anchorMin = new Vector2(0, 0.3f);
            img_input.rectTransform.anchorMax = new Vector2(1, 0.3f);
            img_input.rectTransform.pivot = new Vector2(0f, 0f);
            img_input.color = new Color(0, 0, 0, 1);

            GameObject input_placeholder = new GameObject("placeHolder");
            input_placeholder.transform.parent = input_obj.transform;
            UnityEngine.UI.Text text_holder = input_placeholder.AddComponent<UnityEngine.UI.Text>();
            text_holder.rectTransform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Left, 0, 0);
            text_holder.rectTransform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Top, 5, -10);
            text_holder.rectTransform.anchorMin = new Vector2(0, 0);
            text_holder.rectTransform.anchorMax = new Vector2(1, 1);
            text_holder.rectTransform.pivot = new Vector2(0.5f, 0.5f);
            text_holder.font = Resources.GetBuiltinResource(typeof(Font), "Arial.ttf") as Font;
            text_holder.color = Color.grey;
            text_holder.text = ">";

            GameObject input_page = new GameObject("pageamount");
            input_page.transform.parent = input_obj.transform;
            text_pageCount = input_page.AddComponent<UnityEngine.UI.Text>();
            text_pageCount.rectTransform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Left, 0, 0);
            text_pageCount.rectTransform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Top, 5, -10);
            text_pageCount.rectTransform.anchorMin = new Vector2(0, 0);
            text_pageCount.rectTransform.anchorMax = new Vector2(1, 1);
            text_pageCount.rectTransform.pivot = new Vector2(0.5f, 0.5f);
            text_pageCount.font = Resources.GetBuiltinResource(typeof(Font), "Arial.ttf") as Font;
            text_pageCount.color = Color.grey;
            text_pageCount.text = currentPersent + "%";
            text_pageCount.alignment = TextAnchor.MiddleRight;

            GameObject input_text_obj = new GameObject("inputText");
            input_text_obj.transform.parent = input_obj.transform;
            UnityEngine.UI.Text text_input = input_text_obj.AddComponent<UnityEngine.UI.Text>();
            text_input.rectTransform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Left, 10, -20);
            text_input.rectTransform.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Top, 5, -10);
            text_input.rectTransform.anchorMin = new Vector2(0, 0);
            text_input.rectTransform.anchorMax = new Vector2(1, 1);
            text_input.rectTransform.pivot = new Vector2(0.5f, 0.5f);
            text_input.font = Resources.GetBuiltinResource(typeof(Font), "Arial.ttf") as Font;
            text_input.color = Color.white;
            text_input.supportRichText = false;

            input = input_obj.AddComponent<UnityEngine.UI.InputField>();
            input.textComponent = text_input;
            //input.placeholder = text_holder;
            //input.ActivateInputField();

            ///Init event
            input.onEndEdit.AddListener(ProcessInput);
            
        }
Пример #40
0
 void Start()
 {
     mTextField = GetComponent <UnityEngine.UI.InputField>();
     voice      = new SpVoice();
 }