powerfun-unity/Assets/Scripts/UI/Control/PFUIInputField.cs

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2021-03-30 14:23:41 +08:00
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace Assets.Scripts.UI.Control
{
public class PFUIInputField: PFUIComponentBase
{
[SerializeField]
private InputField mInnerInputField;
public string Text
{
get
{
return this.mInnerInputField.text;
}
set
{
this.mInnerInputField.text = value;
}
}
public void OnSelect(BaseEventData eventData)
{
//throw new NotImplementedException();
this.mInnerInputField.OnSelect(eventData);
var image = this.transform.GetComponent<Image>();
var png = Resources.Load<Sprite>("Images/ipt-1");
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image.sprite = png;
}
public void OnDeselect(BaseEventData eventData)
{
this.mInnerInputField.OnDeselect(eventData);
var image = this.transform.GetComponent<Image>();
var png1 = Resources.Load<Sprite>("Images/ipt-0");
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image.sprite = png1;
}
void Awake()
{
UIManager.AddEvent(this.mInnerInputField.gameObject, EventTriggerType.PointerClick, new UnityAction<BaseEventData>(this.OnSelect));
UIManager.AddEvent(this.mInnerInputField.gameObject, EventTriggerType.Select, new UnityAction<BaseEventData>(this.OnSelect));
UIManager.AddEvent(this.mInnerInputField.gameObject, EventTriggerType.Deselect, new UnityAction<BaseEventData>(this.OnDeselect));
}
}
}