Пример #1
0
 protected override void ClearUIComponents()
 {
     ImgCloud1     = null;
     ImgCloud2     = null;
     ImgCloud3     = null;
     ImgHyrogen    = null;
     BtnBack       = null;
     PhonePanel    = null;
     InputPhone    = null;
     BtnClearPhone = null;
     CodePanel     = null;
     TextTip       = null;
     InputCode     = null;
     BtnCode       = null;
     TextBtnCode   = null;
     PwdPanel      = null;
     TextPwdTitle  = null;
     InputPwd      = null;
     BtnClearPwd   = null;
     BtnHideOrShow = null;
     ImgHideOrShow = null;
     BtnForget     = null;
     BtnConfirm    = null;
     mData         = null;
 }
Пример #2
0
        public IEnumerator Submit_Blank_Questions()
        {
            using (Measure.Scope(new SampleGroupDefinition("Setup.LoadScene")))
            {
                SceneManager.LoadScene("MainMenu");
            }
            yield return(null);

            UnityEngine.UI.Button SubmitBlankFillButton = GameObject.Find("SubmitBlankFill").GetComponent <UnityEngine.UI.Button>();
            SubmitBlankFillButton.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 Answer = GameObject.Find("Answer").GetComponent <UnityEngine.UI.InputField>();

            Answer.text = "This is the answer to the blank question";

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

            yield return(null);

            yield return(Measure.Frames().Run());
        }
Пример #3
0
 public override void BindComponents(GameObject viewObject)
 {
     mCloseButton = viewObject.transform.Find("mCloseButton").GetComponent <UnityEngine.UI.Button>();
     mLoginText   = viewObject.transform.Find("mLoginText").GetComponent <UnityEngine.UI.Text>();
     mInputField  = viewObject.transform.Find("mInputField").GetComponent <UnityEngine.UI.InputField>();
     mLoginButton = viewObject.transform.Find("mLoginButton").GetComponent <UnityEngine.UI.Button>();
 }
    public void Start()
    {
        TwitchUserName     = TwitchUserNameObject.GetComponent <UnityEngine.UI.InputField>();
        TwitchChatPassword = TwitchChatPasswordObject.GetComponent <UnityEngine.UI.InputField>();
        TwitchChannelName  = TwitchChannelNameObject.GetComponent <UnityEngine.UI.InputField>();
        if (PlayerPrefs.HasKey("ChannelName"))
        {
            TwitchUserName.text = PlayerPrefs.GetString("ChannelName");
        }
        if (PlayerPrefs.HasKey("Password"))
        {
            TwitchChatPassword.text = PlayerPrefs.GetString("Password");
        }
        if (PlayerPrefs.HasKey("UserName"))
        {
            TwitchUserName.text = PlayerPrefs.GetString("UserName");
        }

        /*TwitchUserName.onEndEdit.AddListener(delegate
         * {
         *  userTwitchUsername = LockInput(TwitchUserName);
         *  Debug.Log(userTwitchUsername);
         * });
         * TwitchChatPassword.onEndEdit.AddListener(delegate
         * {
         *  userTwitchPassword = LockInput(TwitchChatPassword);
         *  Debug.Log(userTwitchPassword);
         * });
         * TwitchChannelName.onEndEdit.AddListener(delegate
         * {
         *  userTwitchChannelName = LockInput(TwitchChatPassword);
         *  Debug.Log(userTwitchChannelName);
         * });
         */
    }
Пример #5
0
            public InputFieldUnity(TextComp textComp, UnityAction <string> editEndCallback)
            {
                GameObject inField = (GameObject)AssetDatabase.LoadAssetAtPath(RuntimeTextEdit.packagePath + "/Resources/InputField.prefab", typeof(GameObject));

                if (inField == null)
                {
                    LogSystem.LogWarning("Failed to get input field prefab.");
                    return;
                }
                this.inputField     = Instantiate(inField);
                this.linkedTextComp = textComp;
                this.inputFieldComp = this.inputField.GetComponent <UnityEngine.UI.InputField>();
                this.inputFieldComp.onEndEdit.AddListener(editEndCallback);
                UnityAction <string> action = new UnityAction <string>(UpdateTextWhileTyping);

                this.inputFieldComp.onValueChanged.AddListener(action);

                if (textComp.GetType() == typeof(TextCompUnityUI))
                {
                    MakeInputFieldHaveSameAppearance();
                    void MakeInputFieldHaveSameAppearance()
                    {
                        Preset preset = textComp.GetPresetOfInternalComp();

                        UnityEngine.UI.Text inputFieldTextComp = this.inputField.transform.Find("Text").GetComponent <UnityEngine.UI.Text>();
                        preset.ApplyTo(inputFieldTextComp);
                    }
                }

                return;
            }
Пример #6
0
    // Use this for initialization
    void Start()
    {
        try{
            Debug.Log("Start Loading...");
            network = NetClient.Instance();
            network.Connect("120.79.91.100", 8888);
            NetClient.Register();

            GameObject obj      = GameObject.Find("login_btn");
            Button     loginBtn = obj.GetComponent <Button> ();
            loginBtn.onClick.AddListener(delegate() {
                this.onLoginClick();
            });

            obj = GameObject.Find("quit_btn");
            Button quitBtn = obj.GetComponent <Button> ();
            quitBtn.onClick.AddListener(delegate() {
                this.onQuitClick();
            });

            obj          = GameObject.Find("acc_input");
            accountInput = obj.GetComponent <InputField> ();

            obj         = GameObject.Find("password_input");
            passwdInput = obj.GetComponent <InputField> ();

            obj    = GameObject.Find("err_tip");
            errTip = obj.GetComponent <Text> ();
        }catch (Exception e) {
            Debug.Log(e.ToString());
        }
    }
 public void Clear()
 {
     InputOld     = null;
     InputNew     = null;
     InputConfirm = null;
     BtnForget    = null;
     BtnConfirm   = null;
 }
Пример #8
0
 protected override void ClearUIComponents()
 {
     Mobile = null;
     Passwd = null;
     Google = null;
     Login  = null;
     mData  = null;
 }
Пример #9
0
 public bool ValidEmail(UnityEngine.UI.InputField email)
 {
     if (email.text.Contains("@"))
     {
         return(true);
     }
     return(false);
 }
Пример #10
0
 protected override void ClearUIComponents()
 {
     AddNewTodo = null;
     UITodoitem = null;
     Content    = null;
     BtnHave    = null;
     mData      = null;
 }
 /// <summary>Observe onValueChanged with current `text` value on subscribe.</summary>
 public static IObservable <string> OnValueChangedAsObservable(this UnityEngine.UI.InputField inputField)
 {
     return(Observable.CreateWithState <string, UnityEngine.UI.InputField>(inputField, (i, observer) =>
     {
         observer.OnNext(i.text);
         return i.onValueChanged.AsObservable().Subscribe(observer);
     }));
 }
 public void Clear()
 {
     InputContent = null;
     BtnAddPhoto  = null;
     ImgPhoto     = null;
     BtnDel       = null;
     BtnConfirm   = null;
 }
Пример #13
0
        public override UGUINode DrawLayer(Data.GroupNode layer, UGUINode parent)
        {
            UGUINode node = CreateRootNode(layer.displayName, layer.rect, parent);

            UnityEngine.UI.InputField inputfield = node.InitComponent <UnityEngine.UI.InputField>();
            DrawImages(inputfield, node, layer);
            return(node);
        }
Пример #14
0
        public static void SetValue(this UnityEngine.UI.InputField instance, string value)
        {
            var originalEvent = instance.onValueChanged;

            instance.onValueChanged = emptyInputFieldEvent;
            instance.text           = value;
            instance.onValueChanged = originalEvent;
        }
Пример #15
0
 private void AssignColorsToSelection(GameObject gameObject, ColorSet colorSet)
 {
     recursiveLevel++;
     if (gameObject.GetComponent <UnityEngine.UI.Button>())
     {
         UnityEngine.UI.Button button = gameObject.GetComponent <UnityEngine.UI.Button>();
         SetColorBlock(button, colorSet);
         SetDetailColor(gameObject, colorSet);
     }
     else if (gameObject.GetComponent <UnityEngine.UI.InputField>())
     {
         UnityEngine.UI.InputField input = gameObject.GetComponent <UnityEngine.UI.InputField>();
         SetColorBlock(input, colorSet);
         input.selectionColor      = colorSet.highlighted;
         input.textComponent.color = colorSet.pressed;
         input.placeholder.color   = colorSet.highlighted;
     }
     else if (gameObject.GetComponent <UnityEngine.UI.Scrollbar>())
     {
         UnityEngine.UI.Scrollbar sb = gameObject.GetComponent <UnityEngine.UI.Scrollbar>();
         SetColorBlock(sb, colorSet);
         gameObject.GetComponent <UnityEngine.UI.Image>().color = colorSet.disabled;
     }
     else if (gameObject.GetComponent <UnityEngine.UI.Slider>())
     {
         UnityEngine.UI.Slider slider = gameObject.GetComponent <UnityEngine.UI.Slider>();
         SetColorBlock(slider, colorSet);
         slider.fillRect.gameObject.GetComponent <UnityEngine.UI.Image>().color = colorSet.normal;
         SetTextColorRecursive(gameObject, colorSet);
     }
     else if (gameObject.GetComponent <UnityEngine.UI.Toggle>())
     {
         UnityEngine.UI.Toggle toggle = gameObject.GetComponent <UnityEngine.UI.Toggle>();
         SetColorBlock(toggle, colorSet);
         toggle.graphic.color = colorSet.normal;
         SetTextColorRecursive(gameObject, colorSet);
     }
     else if (gameObject.transform.childCount > 0) // Recursive search for components
     {
         for (int i = 0; i < gameObject.transform.childCount; i++)
         {
             AssignColorsToSelection(gameObject.transform.GetChild(i).gameObject, colorSet);
         }
     }
     else if (recursiveLevel == 1)
     {
         if (gameObject.GetComponent <UnityEngine.UI.Image>())
         {
             UnityEngine.UI.Image image = gameObject.GetComponent <UnityEngine.UI.Image>();
             image.color = colorSet.normal;
         }
         else if (gameObject.GetComponent <UnityEngine.UI.Text>())
         {
             UnityEngine.UI.Text text = gameObject.GetComponent <UnityEngine.UI.Text>();
             text.color = colorSet.normal;
         }
     }
 }
Пример #16
0
	public override void Awake()
	{
		base.Awake();

		_UiInputReceiver = transform.parent.GetComponent<InputField>();
		_UiLabelReceiver = GetComponent<UILabel>();
		_uiText = GetComponent<UnityEngine.UI.Text>();
		_uiInputField = GetComponent<UnityEngine.UI.InputField>();
	}
Пример #17
0
    // Use this for initialization
    void Start()
    {
        gameObject.SetActive(false);

        inputField = gameObject.GetComponent <UnityEngine.UI.InputField> ();
        GameState.Instance.messageSet += () => {
            gameObject.SetActive(true);
        };
    }
Пример #18
0
 protected override void ClearUIComponents()
 {
     BtnBack     = null;
     Panel       = null;
     BtnConfirm  = null;
     Text        = null;
     InputMobile = null;
     mData       = null;
 }
Пример #19
0
        public void KonashiUARTSend(UI.InputField input)
        {
            string text = input.text;

            if (!string.IsNullOrEmpty(text))
            {
                KonashiPlugin.UartWriteString(text);
                LogF("Send UART - {0}", text);
            }
        }
    void SetupUiListeners()
    {
        if (UiTarget.GetComponent <uUI.Button>() != null)
        {
            UiTarget.GetComponent <uUI.Button>().onClick.AddListener(OnClick);
        }

        if (UiTarget.GetComponent <uUI.Toggle>() != null)
        {
            UiTarget.GetComponent <uUI.Toggle>().onValueChanged.AddListener(OnValueChanged);
            // force the value because it's not fired when starting ( Unity said they may implement it)
            if (action == ActionType.SetFsmVariable)
            {
                SetFsmVariable(UiTarget.GetComponent <uUI.Toggle>().isOn);
            }
        }
        if (UiTarget.GetComponent <uUI.Slider>() != null)
        {
            UiTarget.GetComponent <uUI.Slider>().onValueChanged.AddListener(OnValueChanged);

            // force the value because it's not fired when starting ( Unity said they may implement it)
            if (action == ActionType.SetFsmVariable)
            {
                SetFsmVariable(UiTarget.GetComponent <uUI.Slider>().value);
            }
        }
        if (UiTarget.GetComponent <uUI.Scrollbar>() != null)
        {
            UiTarget.GetComponent <uUI.Scrollbar>().onValueChanged.AddListener(OnValueChanged);
            // force the value because it's not fired when starting ( Unity said they may implement it)
            if (action == ActionType.SetFsmVariable)
            {
                SetFsmVariable(UiTarget.GetComponent <uUI.Scrollbar>().value);
            }
        }
        if (UiTarget.GetComponent <uUI.ScrollRect>() != null)
        {
            UiTarget.GetComponent <uUI.ScrollRect>().onValueChanged.AddListener(OnValueChanged);
            // force the value because it's not fired when starting ( Unity said they may implement it)
            if (action == ActionType.SetFsmVariable)
            {
                SetFsmVariable(UiTarget.GetComponent <uUI.ScrollRect>().normalizedPosition);
            }
        }
        if (UiTarget.GetComponent <uUI.InputField>() != null)
        {
            inputField = UiTarget.GetComponent <uUI.InputField>();
            UiTarget.GetComponent <uUI.InputField>().onEndEdit.AddListener(onEndEdit);
            if (action == ActionType.SetFsmVariable)
            {
                WatchInputField     = true;
                lastInputFieldValue = "";
            }
        }
    }
    // Use this for initialization
    void Start()
    {
        counting  = false;
        ttd       = 0;
        gameState = new GameState();
        textField = GameObject.Find("SongCreator").GetComponentInChildren <UnityEngine.UI.InputField>();
        menuEn    = GetComponent <MenuEnabler> ();
        sq        = GetComponent <SongQualities> ();
        gf        = GetComponent <GenerateFeedback> ();

        style        = GameObject.Find("/SongCreator/Panel/Dropdown").GetComponent <Dropdown> ();
        tempo        = GameObject.Find("/SongCreator/Panel/Dropdown (1)").GetComponent <Dropdown> ();
        topic        = GameObject.Find("/SongCreator/Panel/Dropdown (2)").GetComponent <Dropdown> ();
        featuring    = GameObject.Find("/SongCreator/Panel/Dropdown (3)").GetComponent <Dropdown> ();
        readComments = GameObject.Find("/ScoreWindow/Panel/ReadComments").GetComponent <Button> ();
        or           = GameObject.Find("/ScoreWindow/Panel/Button/Or").GetComponent <Text> ();
        stuffSlider  = GameObject.Find("/VideoCreator/Panel/Slider").GetComponent <Slider> ();

        songForVideo = GameObject.Find("/VideoCreator/Panel/SongForVideo").GetComponent <Dropdown> ();

        playerLevel       = GameObject.Find("/LevelDisplay/Panel/PlayerLevel").GetComponent <Text> ();
        money             = GameObject.Find("/Stats/Panel/Money").GetComponent <Text> ();
        stuff             = GameObject.Find("/Stats/Panel/Stuff").GetComponent <Text> ();
        followers         = GameObject.Find("/Stats/Panel/Followers").GetComponent <Text> ();
        scoreRundown      = GameObject.Find("/ScoreWindow/Panel/ScoreRundown").GetComponent <Text> ();
        videoScoreRundown = GameObject.Find("/VideoScoreWindow/Panel/ScoreRundown").GetComponent <Text> ();
        yourSong          = GameObject.Find("/ScoreWindow/Panel/Your Song").GetComponent <Text> ();
        yourVideo         = GameObject.Find("/VideoScoreWindow/Panel/Your Song").GetComponent <Text> ();
        songScore         = GameObject.Find("/ScoreWindow/Panel/Score").GetComponent <Text> ();
        videoScore        = GameObject.Find("/VideoScoreWindow/Panel/Score").GetComponent <Text> ();
        songList          = GameObject.Find("/SongList/Panel/Text").GetComponent <Text> ();
        computerPrice     = GameObject.Find("/UpgradeMenu/Panel/ComputerPrice").GetComponent <Text> ();
        microphonePrice   = GameObject.Find("/UpgradeMenu/Panel/MicrophonePrice").GetComponent <Text> ();
        producerPrice     = GameObject.Find("/UpgradeMenu/Panel/ProducerPrice").GetComponent <Text> ();
        computerLevel     = GameObject.Find("/UpgradeMenu/Panel/ComputerLevel").GetComponent <Text> ();
        microphoneLevel   = GameObject.Find("/UpgradeMenu/Panel/MicrophoneLevel").GetComponent <Text> ();
        producerLevel     = GameObject.Find("/UpgradeMenu/Panel/ProducerLevel").GetComponent <Text> ();
        comment1          = GameObject.Find("/FeedBackScreen/Panel/Comment1").GetComponent <Text> ();
        comment2          = GameObject.Find("/FeedBackScreen/Panel/Comment2").GetComponent <Text> ();
        comment3          = GameObject.Find("/FeedBackScreen/Panel/Comment3").GetComponent <Text> ();


        songList.text = "";
//		readComments.enabled = false;
        or.enabled = false;
        videoScoreRundown.enabled = false;
        scoreRundown.enabled      = false;
        videoScore.enabled        = false;
        songScore.enabled         = false;

        songForVideo.ClearOptions();

//		Debug.Log (money.text);
        InvokeRepeating("updateSongs", 15f, 30f);
    }
    // Checks if there is anything entered into the input field.
    string LockInput(UnityEngine.UI.InputField input)
    {
        string checker;

        if (input.text.Length > 0)
        {
            checker = input.text;
            Debug.Log(checker);
        }
        return(input.text);
    }
 public bool InputFieldActive()
 {
     if (EventSystem.current.currentSelectedGameObject != null)
     {
         UnityEngine.UI.InputField IF = EventSystem.current.currentSelectedGameObject.GetComponent <UnityEngine.UI.InputField>();
         if (IF != null)
         {
             return(true);
         }
     }
     return(false);
 }
        public static IObservable <string> OnValueChangeAsObservable(this UnityEngine.UI.InputField inputField)
        {
            return(Observable.CreateWithState <string, UnityEngine.UI.InputField>(inputField, (i, observer) =>
            {
                observer.OnNext(i.text);
#if (UNITY_4_6 || UNITY_4_7 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2)
                return i.onValueChange.AsObservable().Subscribe(observer);
#else
                return i.onValueChanged.AsObservable().Subscribe(observer);
#endif
            }));
        }
 // Start is called before the first frame update
 void Start()
 {
     UnityEngine.UI.InputField field = GetComponent <InputField>();
     if (Manager.Instance.IsServer)
     {
         field.text = $"{Manager.Instance.ServerTickRate}";
     }
     else
     {
         field.text = $"{Manager.Instance.ClientLatency}";
     }
 }
Пример #26
0
 protected override void ClearUIComponents()
 {
     BtnBack          = null;
     BtnDelete        = null;
     BtnCommit        = null;
     Toggle           = null;
     InpName          = null;
     InpMobile        = null;
     BtnAddress       = null;
     TextAddress      = null;
     InpAddressDetail = null;
     mData            = null;
 }
Пример #27
0
    public override void SendMessage(UnityEngine.UI.InputField input)
    {
        if (input.text.Length > 0)
        {
            StringMessage myMessage = new StringMessage();
            //getting the value of the input
            ChatMessage newMessage = new ChatMessage(Network.player.externalIP, GameObject.FindGameObjectWithTag("NetworkSpawning").GetComponent <PlayerConnectionObject>().PlayerName, input.text, false);
            myMessage.value = JsonConvert.SerializeObject(newMessage);

            //sending to server
            NetworkManager.singleton.client.Send(chatMessage, myMessage);
            input.text = "";
        }
    }
 protected override void ClearUIComponents()
 {
     BtnBack        = null;
     BabyPanel      = null;
     BtnBabyMask    = null;
     ImgBabyHead    = null;
     InputName      = null;
     BtnBirthday    = null;
     TextBirthday   = null;
     BtnBoy         = null;
     BtnGirl        = null;
     BtnBabyConfirm = null;
     Text           = null;
     mData          = null;
 }
Пример #29
0
        public override void SendMessage(UnityEngine.UI.InputField input)
        {
            StringMessage myMessage = new StringMessage();

            if (input.text != "")
            {
                //getting the value of the input
                myMessage.value = input.text;

                //sending to server
                NetworkManager.singleton.client.Send(chatMessage, myMessage);

                input.text = "";
            }
        }
Пример #30
0
 protected override void ClearUIComponents()
 {
     BtnBack        = null;
     BtnCommit      = null;
     ImgDetermine   = null;
     InputFieldSSID = null;
     BtnSSIDList    = null;
     InputFieldPWD  = null;
     BtnShow        = null;
     BtnClearPWD    = null;
     BtnSavepwd     = null;
     ImageSavePWD   = null;
     BtnConnectTips = null;
     mData          = null;
 }
Пример #31
0
    public void Login(string scene)
    {
        UnityEngine.UI.InputField rut  = GameObject.Find("Usuario_input").GetComponent <UnityEngine.UI.InputField> ();
        UnityEngine.UI.InputField pass = GameObject.Find("Contraseña_input").GetComponent <UnityEngine.UI.InputField> ();

        string passDB    = "";
        string colegioDB = "";
        string cursoDB   = "";

        DatabaseReference referenciaFirebase = FirebaseDatabase.DefaultInstance.RootReference;

        FirebaseDatabase.DefaultInstance
        .GetReference("Usuarios")
        .GetValueAsync().ContinueWith(task =>
        {
            if (task.IsFaulted)
            {
            }
            else if (task.IsCompleted)
            {
                DataSnapshot snapshot = task.Result;
                DataSnapshot user     = snapshot.Child(rut.text);
                if (!user.HasChildren)
                {
                    Mensaje.SetActive(true);
                }
                IDictionary dictUser = (IDictionary)user.Value;
                passDB    = dictUser["Contrasena"].ToString();
                colegioDB = dictUser["Colegio"].ToString();
                cursoDB   = dictUser["Curso"].ToString();

                if (pass.text.Equals(passDB))
                {
                    sesion.setSesion(System.DateTime.Now.ToString());
                    sesion.setUsuario(rut.text);
                    sesion.setColegio(colegioDB);
                    sesion.setCurso(cursoDB);

                    LoadingSiguiente(scene);
                }
                else
                {
                    Mensaje.SetActive(true);
                }
            }
        });
    }
    void SetupUiListeners()
    {
        if (UiTarget.GetComponent<uUI.Button>()!=null)
        {
            UiTarget.GetComponent<uUI.Button>().onClick.AddListener(OnClick);
        }

        if (UiTarget.GetComponent<uUI.Toggle>()!=null)
        {
            UiTarget.GetComponent<uUI.Toggle>().onValueChanged.AddListener(OnValueChanged);
            // force the value because it's not fired when starting ( Unity said they may implement it)
            if (action== ActionType.SetFsmVariable)
            {
                SetFsmVariable(UiTarget.GetComponent<uUI.Toggle>().isOn);
            }
        }
        if (UiTarget.GetComponent<uUI.Slider>()!=null)
        {
            UiTarget.GetComponent<uUI.Slider>().onValueChanged.AddListener(OnValueChanged);

            // force the value because it's not fired when starting ( Unity said they may implement it)
            if (action== ActionType.SetFsmVariable)
            {
                SetFsmVariable(UiTarget.GetComponent<uUI.Slider>().value);
            }
        }
        if (UiTarget.GetComponent<uUI.Scrollbar>()!=null)
        {
            UiTarget.GetComponent<uUI.Scrollbar>().onValueChanged.AddListener(OnValueChanged);
            // force the value because it's not fired when starting ( Unity said they may implement it)
            if (action== ActionType.SetFsmVariable)
            {
                SetFsmVariable(UiTarget.GetComponent<uUI.Scrollbar>().value);
            }
        }
        if (UiTarget.GetComponent<uUI.ScrollRect>()!=null)
        {
            UiTarget.GetComponent<uUI.ScrollRect>().onValueChanged.AddListener(OnValueChanged);
            // force the value because it's not fired when starting ( Unity said they may implement it)
            if (action== ActionType.SetFsmVariable)
            {
                SetFsmVariable(UiTarget.GetComponent<uUI.ScrollRect>().normalizedPosition);
            }
        }
        if (UiTarget.GetComponent<uUI.InputField>()!=null)
        {
            UiTarget.GetComponent<uUI.InputField>().onEndEdit.AddListener(onEndEdit);
            if (action== ActionType.SetFsmVariable)
            {
                WatchInputField = true;
                inputField = UiTarget.GetComponent<uUI.InputField>();
                lastInputFieldValue = "";
            }
        }
    }