using UILib; using UnityEngine; public class XUIInput : XUIObject, IXUIInput { protected override void OnAwake() { base.OnAwake(); m_uiInput = GetComponent(); if (null == m_uiInput) { Debug.LogError("null == m_uiInput"); } } public void selected(bool value) { m_uiInput.isSelected = value; } public string GetText() { if (null != m_uiInput) { return m_uiInput.value; } return ""; } public void SetText(string strText) { if (null != m_uiInput) { m_uiInput.value = strText; } } public void SetDefault(string strText) { if(null != m_uiInput) { m_uiInput.defaultText = strText; } } public string GetDefault() { if (null != m_uiInput) { return m_uiInput.defaultText; } return ""; } public void RegisterKeyTriggeredEventHandler(InputKeyTriggeredEventHandler eventHandler) { //UIEventListener.Get(this.gameObject).onKey = OnKeyHehe; EventDelegate.Add(m_uiInput.onKeyTriggered, OnKeyTriggered); m_keyTriggerEventHandler = eventHandler; } public void OnKeyTriggered() { if (m_keyTriggerEventHandler != null) m_keyTriggerEventHandler(this, UIInput.current.recentKey); } public void RegisterSubmitEventHandler(InputSubmitEventHandler eventHandler) { //UIEventListener.Get(this.gameObject).onKey = OnKeyHehe; EventDelegate.Add(m_uiInput.onSubmit, OnSubmit); m_submitEventHandler = eventHandler; } public void OnSubmit() { if (m_submitEventHandler != null) m_submitEventHandler(this); } public void RegisterChangeEventHandler(InputChangeEventHandler eventHandler) { EventDelegate.Add(m_uiInput.onChange, OnChange); m_changeEventHandler = eventHandler; } public void OnChange() { if(m_changeEventHandler != null) m_changeEventHandler(this); } public void SetCharacterLimit(int num) { m_uiInput.characterLimit = num; } UIInput m_uiInput = null; InputKeyTriggeredEventHandler m_keyTriggerEventHandler; InputSubmitEventHandler m_submitEventHandler; InputChangeEventHandler m_changeEventHandler; }