67 lines
2.1 KiB
C#
67 lines
2.1 KiB
C#
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/* [REMOVE THIS LINE]
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* [REMOVE THIS LINE] To use this template, make a copy and remove the lines that start
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* [REMOVE THIS LINE] with "[REMOVE THIS LINE]". Then add your code where the comments indicate.
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* [REMOVE THIS LINE]
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* [REMOVE THIS LINE] If your code references scripts or assets that are outside of the Plugins
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* [REMOVE THIS LINE] folder, move this script outside of the Plugins folder, too.
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* [REMOVE THIS LINE]
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using UnityEngine;
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using System.Collections;
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using PixelCrushers.DialogueSystem;
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public class TemplateTextFieldUI : MonoBehaviour, ITextFieldUI
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{
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/// <summary>
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/// This is an example private field to record the delegate that must be called when the player accepts
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/// the input in the text field (e.g., by pressing the Return key).
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/// </summary>
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private AcceptedTextDelegate acceptedText = null;
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/// <summary>
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/// Starts the text input field.
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/// </summary>
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/// <param name="labelText">The label text.</param>
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/// <param name="text">The current value to use for the input field.</param>
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/// <param name="maxLength">Max length, or <c>0</c> for unlimited.</param>
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/// <param name="acceptedText">The delegate to call when accepting text.</param>
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public void StartTextInput(string labelText, string text, int maxLength, AcceptedTextDelegate acceptedText)
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{
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this.acceptedText = acceptedText;
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// Add your code here to displaying your text input controls.
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// When the player accepts the input, call the acceptedText() delegate, for example using
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// AcceptTextInput() below.
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}
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/// <summary>
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/// Cancels the text input field.
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/// </summary>
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public void CancelTextInput()
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{
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// Add your code here to cancel/hide the text input controls.
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}
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/// <summary>
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/// Accepts the text input and calls the accept handler delegate.
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/// </summary>
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private void AcceptTextInput()
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{
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// Add your code here to accept the input and hide the controls.
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if (acceptedText != null)
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{
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// Call the delegate:
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// acceptedText(<your text here>);
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acceptedText = null;
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}
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}
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}
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/**/
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