public void InitESM(NodeAddedEvent e, SingleNode <InputFieldComponent> node) { ESMComponent component = new ESMComponent(); node.Entity.AddComponent(component); EntityStateMachine esm = component.Esm; esm.AddState <InputFieldStates.NormalState>(); esm.AddState <InputFieldStates.InvalidState>(); esm.AddState <InputFieldStates.ValidState>(); esm.AddState <InputFieldStates.AwaitState>(); esm.ChangeState <InputFieldStates.NormalState>(); }
private void ValidateInputAfterChanging(InputFieldComponent input, ESMComponent inputStateESM, InteractivityPrerequisiteESMComponent interactivityPrerequisiteESM, int maxLength) { string str = input.Input; if (string.IsNullOrEmpty(str)) { this.SetNotAcceptableState(interactivityPrerequisiteESM); } else { if (str.Length > maxLength) { input.Input = str.Remove(maxLength); } interactivityPrerequisiteESM.Esm.ChangeState <InteractivityPrerequisiteStates.AcceptableState>(); } inputStateESM.Esm.ChangeState <InputFieldStates.NormalState>(); }
public void InitPlayButton(NodeAddedEvent e, SingleNode <MainScreenComponent> screen, Optional <ButtonNode> pb) { if (!pb.IsPresent()) { Entity entity = base.CreateEntity("PlayButtonEntity"); screen.component.playButton.GetComponent <EntityBehaviour>().BuildEntity(entity); ESMComponent component = new ESMComponent(); entity.AddComponent(component); EntityStateMachine esm = component.Esm; esm.AddState <PlayButtonStates.NormalState>(); esm.AddState <PlayButtonStates.SearchingState>(); esm.AddState <PlayButtonStates.EnteringLobbyState>(); esm.AddState <PlayButtonStates.MatchBeginTimerState>(); esm.AddState <PlayButtonStates.NotEnoughtPlayersState>(); esm.AddState <PlayButtonStates.MatchBeginningState>(); esm.AddState <PlayButtonStates.CustomBattleState>(); esm.AddState <PlayButtonStates.StartCustomBattleState>(); esm.AddState <PlayButtonStates.ReturnToBattleState>(); esm.AddState <PlayButtonStates.EnergyShareScreenState>(); esm.ChangeState <PlayButtonStates.NormalState>(); } }
private void SetInvalidAndNotAccetableState(InputFieldComponent inputField, ESMComponent inputESM, string errorMessage, InteractivityPrerequisiteESMComponent interactivityPrerequisiteESM) { inputESM.Esm.ChangeState <InputFieldStates.InvalidState>(); inputField.ErrorMessage = errorMessage; this.SetNotAcceptableState(interactivityPrerequisiteESM); }