70 lines
2.1 KiB
C#
70 lines
2.1 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace BNG {
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public class VRTextInput : MonoBehaviour {
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UnityEngine.UI.InputField thisInputField;
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public bool AttachToVRKeyboard = true;
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public bool ActivateKeyboardOnSelect = true;
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public bool DeactivateKeyboardOnDeselect = false;
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public VRKeyboard AttachedKeyboard;
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bool isFocused, wasFocused = false;
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void Awake() {
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thisInputField = GetComponent<UnityEngine.UI.InputField>();
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if(thisInputField && AttachedKeyboard != null) {
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AttachedKeyboard.AttachToInputField(thisInputField);
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}
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}
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void Update() {
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isFocused = thisInputField != null && thisInputField.isFocused;
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// Check if our input field is now focused
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if(isFocused == true && wasFocused == false) {
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OnInputSelect();
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}
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else if (isFocused == false && wasFocused == true) {
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OnInputDeselect();
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}
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wasFocused = isFocused;
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}
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public void OnInputSelect() {
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// Enable keyboard if disabled
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if (ActivateKeyboardOnSelect && AttachedKeyboard != null && !AttachedKeyboard.gameObject.activeInHierarchy) {
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AttachedKeyboard.gameObject.SetActive(true);
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AttachedKeyboard.AttachToInputField(thisInputField);
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}
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}
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public void OnInputDeselect() {
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if (DeactivateKeyboardOnDeselect && AttachedKeyboard != null && AttachedKeyboard.gameObject.activeInHierarchy) {
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AttachedKeyboard.gameObject.SetActive(false);
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}
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}
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// Assign the AttachedKeyboard variable when adding the component to a GameObject for the first time
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void Reset() {
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var keyboard = GameObject.FindObjectOfType<VRKeyboard>();
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if(keyboard) {
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AttachedKeyboard = keyboard;
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Debug.Log("Found and attached Keyboard to " + AttachedKeyboard.transform.name);
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}
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}
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}
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}
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