Unity UI text field UI implementation.
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UnityEngine.UI.Graphic | panel |
| The (optional) panel.
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UnityEngine.UI.Text | label |
| The label that will contain any label text prompting the user what to enter.
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UnityEngine.UI.InputField | textField |
| The text field.
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KeyCode | acceptKey = KeyCode.Return |
| The accept key.
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KeyCode | cancelKey = KeyCode.Escape |
| The cancel key.
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bool | showTouchScreenKeyboard = false |
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UnityEvent | onAccept = new UnityEvent() |
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UnityEvent | onCancel = new UnityEvent() |
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Unity UI text field UI implementation.
◆ AcceptTextInput()
void PixelCrushers.DialogueSystem.UnityUITextFieldUI.AcceptTextInput |
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inline |
Accepts the text input and calls the accept handler delegate.
◆ CancelTextInput()
void PixelCrushers.DialogueSystem.UnityUITextFieldUI.CancelTextInput |
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inline |
◆ StartTextInput()
void PixelCrushers.DialogueSystem.UnityUITextFieldUI.StartTextInput |
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string |
labelText, |
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string |
text, |
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int |
maxLength, |
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AcceptedTextDelegate |
acceptedText |
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inline |
Starts the text input field.
- Parameters
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labelText | The label text. |
text | The current value to use for the input field. |
maxLength | Max length, or 0 for unlimited. |
acceptedText | The delegate to call when accepting text. |
Implements PixelCrushers.DialogueSystem.ITextFieldUI.
◆ Update()
void PixelCrushers.DialogueSystem.UnityUITextFieldUI.Update |
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inline |
◆ acceptKey
KeyCode PixelCrushers.DialogueSystem.UnityUITextFieldUI.acceptKey = KeyCode.Return |
◆ cancelKey
KeyCode PixelCrushers.DialogueSystem.UnityUITextFieldUI.cancelKey = KeyCode.Escape |
◆ label
UnityEngine.UI.Text PixelCrushers.DialogueSystem.UnityUITextFieldUI.label |
The label that will contain any label text prompting the user what to enter.
◆ onAccept
UnityEvent PixelCrushers.DialogueSystem.UnityUITextFieldUI.onAccept = new UnityEvent() |
◆ onCancel
UnityEvent PixelCrushers.DialogueSystem.UnityUITextFieldUI.onCancel = new UnityEvent() |
◆ panel
UnityEngine.UI.Graphic PixelCrushers.DialogueSystem.UnityUITextFieldUI.panel |
The (optional) panel.
If your text field UI contains more than a label and text field, you should assign the panel, too.
◆ showTouchScreenKeyboard
bool PixelCrushers.DialogueSystem.UnityUITextFieldUI.showTouchScreenKeyboard = false |
◆ textField
UnityEngine.UI.InputField PixelCrushers.DialogueSystem.UnityUITextFieldUI.textField |
The documentation for this class was generated from the following file:
- C:/Dev/Dialogue System/Dev/Release2/Assets/Plugins/Pixel Crushers/Dialogue System/Scripts/UI/Unity UI/Dialogue/UnityUITextFieldUI.cs