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CrowdControl/Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/TextMeshPro/Feedbacks/Legacy/MMFeedbackTMPText.cs

55 lines
1.5 KiB
C#

3 months ago
using UnityEngine;
#if MM_TEXTMESHPRO
using TMPro;
#endif
namespace MoreMountains.Feedbacks
{
/// <summary>
/// This feedback will let you change the text of a target TMP text component
/// </summary>
[AddComponentMenu("")]
[FeedbackHelp("This feedback will let you change the text of a target TMP text component")]
[FeedbackPath("TextMesh Pro/TMP Text")]
public class MMFeedbackTMPText : MMFeedback
{
/// a static bool used to disable all feedbacks of this type at once
public static bool FeedbackTypeAuthorized = true;
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.TMPColor; } }
#endif
#if MM_TEXTMESHPRO
[Header("TextMesh Pro")]
/// the target TMP_Text component we want to change the text on
[Tooltip("the target TMP_Text component we want to change the text on")]
public TMP_Text TargetTMPText;
#endif
/// the new text to replace the old one with
[Tooltip("the new text to replace the old one with")]
[TextArea]
public string NewText = "Hello World";
/// <summary>
/// On play we change the text of our target TMPText
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
#if MM_TEXTMESHPRO
if (TargetTMPText == null)
{
return;
}
TargetTMPText.text = NewText;
#endif
}
}
}