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>
/// Gets the text property from a UI Text object and stores it in a string variable.
/// </summary>
[CommandInfo("UI",
"Get Text",
"Gets the text property from a UI Text object and stores it in a string variable.")]
[AddComponentMenu("")]
public class GetText : Command
{
[Tooltip("Text object to get text value from")]
[SerializeField] protected GameObject targetTextObject;
[Tooltip("String variable to store the text value in")]
[VariableProperty(typeof(StringVariable))]
[SerializeField] protected StringVariable stringVariable;
public override void OnEnter()
{
if (stringVariable == null)
{
Continue();
return;
}
if (targetTextObject != null)
{
// Use first component found of Text, Input Field or Text Mesh type
Text uiText = targetTextObject.GetComponent<Text>();
if (uiText != null)
{
stringVariable.Value = uiText.text;
}
else
{
InputField inputField = targetTextObject.GetComponent<InputField>();
if (inputField != null)
{
stringVariable.Value = inputField.text;
}
else
{
TextMesh textMesh = targetTextObject.GetComponent<TextMesh>();
if (textMesh != null)
{
stringVariable.Value = textMesh.text;
}
}
}
}
Continue();
}
public override string GetSummary()
{
if (targetTextObject == null)
{
return "Error: No text object selected";
}
if (stringVariable == null)
{
return "Error: No variable selected";
}
return targetTextObject.name + " : " + stringVariable.name;
}
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;
}
}
}
}