An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Serialization;
namespace Fungus
{
/// <summary>
/// Sets the text property on a UI Text object and/or an Input Field object.
/// </summary>
[CommandInfo("UI",
"Set Text",
"Sets the text property on a UI Text object and/or an Input Field object.")]
[AddComponentMenu("")]
public class SetText : Command, ILocalizable
{
[Tooltip("Text object to set text on. Can be a UI Text, Text Field or Text Mesh object.")]
[SerializeField] protected GameObject targetTextObject;
[Tooltip("String value to assign to the text object")]
[FormerlySerializedAs("stringData")]
[SerializeField] protected StringDataMulti text;
[Tooltip("Notes about this story text for other authors, localization, etc.")]
[SerializeField] protected string description;
public override void OnEnter()
{
Flowchart flowchart = GetFlowchart();
string newText = flowchart.SubstituteVariables(text.Value);
if (targetTextObject == null)
{
Continue();
return;
}
// Use first component found of Text, Input Field or Text Mesh type
Text uiText = targetTextObject.GetComponent<Text>();
if (uiText != null)
{
uiText.text = newText;
}
else
{
InputField inputField = targetTextObject.GetComponent<InputField>();
if (inputField != null)
{
inputField.text = newText;
}
else
{
TextMesh textMesh = targetTextObject.GetComponent<TextMesh>();
if (textMesh != null)
{
textMesh.text = newText;
}
}
}
Continue();
}
public override string GetSummary()
{
if (targetTextObject != null)
{
return targetTextObject.name + " : " + text.Value;
}
return "Error: No text object selected";
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
// Backwards compatibility with Fungus v2.1.2
[HideInInspector]
[FormerlySerializedAs("textObject")]
public Text _textObjectObsolete;
protected virtual void OnEnable()
{
if (_textObjectObsolete != null)
{
targetTextObject = _textObjectObsolete.gameObject;
}
}
#region ILocalizable implementation
public virtual string GetStandardText()
{
return text;
}
public virtual void SetStandardText(string standardText)
{
text.Value = standardText;
}
public virtual string GetDescription()
{
return description;
}
public virtual string GetStringId()
{
// String id for Set Text commands is SETTEXT.<Localization Id>.<Command id>
return "SETTEXT." + GetFlowchartLocalizationId() + "." + itemId;
}
#endregion
}
}