PinEntryControl.cs 4.8 KB

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  1. #if ENABLE_INPUT_SYSTEM
  2. using UnityEngine.InputSystem;
  3. #endif
  4. namespace SRDebugger.UI.Controls
  5. {
  6. using System.Collections.Generic;
  7. using System.Collections.ObjectModel;
  8. using SRF;
  9. using UnityEngine;
  10. using UnityEngine.UI;
  11. public delegate void PinEntryControlCallback(IList<int> result, bool didCancel);
  12. public class PinEntryControl : SRMonoBehaviourEx
  13. {
  14. private bool _isVisible = true;
  15. private List<int> _numbers = new List<int>(4);
  16. [RequiredField] public Image Background;
  17. public bool CanCancel = true;
  18. [RequiredField] public UnityEngine.UI.Button CancelButton;
  19. [RequiredField] public Text CancelButtonText;
  20. [RequiredField] public CanvasGroup CanvasGroup;
  21. [RequiredField] public Animator DotAnimator;
  22. public UnityEngine.UI.Button[] NumberButtons;
  23. public Toggle[] NumberDots;
  24. [RequiredField] public Text PromptText;
  25. public event PinEntryControlCallback Complete;
  26. protected override void Awake()
  27. {
  28. base.Awake();
  29. for (var i = 0; i < NumberButtons.Length; i++)
  30. {
  31. var number = i;
  32. NumberButtons[i].onClick.AddListener(() => { PushNumber(number); });
  33. }
  34. CancelButton.onClick.AddListener(CancelButtonPressed);
  35. RefreshState();
  36. }
  37. protected override void OnEnable()
  38. {
  39. #if ENABLE_INPUT_SYSTEM
  40. Keyboard.current.onTextInput += HandleCharacter;
  41. #endif
  42. }
  43. protected override void OnDisable()
  44. {
  45. #if ENABLE_INPUT_SYSTEM
  46. Keyboard.current.onTextInput -= HandleCharacter;
  47. #endif
  48. }
  49. protected override void Update()
  50. {
  51. base.Update();
  52. if (!_isVisible)
  53. {
  54. return;
  55. }
  56. #if ENABLE_INPUT_SYSTEM
  57. bool delete = Keyboard.current.deleteKey.wasPressedThisFrame || Keyboard.current.backspaceKey.wasPressedThisFrame;
  58. #else
  59. bool delete = (Input.GetKeyDown(KeyCode.Backspace) || Input.GetKeyDown(KeyCode.Delete));
  60. #endif
  61. if (_numbers.Count > 0 && delete)
  62. {
  63. _numbers.PopLast();
  64. RefreshState();
  65. }
  66. #if !ENABLE_INPUT_SYSTEM
  67. var input = Input.inputString;
  68. for (var i = 0; i < input.Length; i++)
  69. {
  70. HandleCharacter(input[i]);
  71. }
  72. #endif
  73. }
  74. private void HandleCharacter(char i)
  75. {
  76. if (!_isVisible)
  77. {
  78. return;
  79. }
  80. if (!char.IsNumber(i))
  81. {
  82. return;
  83. }
  84. var num = (int) char.GetNumericValue(i);
  85. if (num > 9 || num < 0)
  86. {
  87. return;
  88. }
  89. PushNumber(num);
  90. }
  91. public void Show()
  92. {
  93. CanvasGroup.alpha = 1f;
  94. CanvasGroup.blocksRaycasts = CanvasGroup.interactable = true;
  95. _isVisible = true;
  96. }
  97. public void Hide()
  98. {
  99. CanvasGroup.alpha = 0f;
  100. CanvasGroup.blocksRaycasts = CanvasGroup.interactable = false;
  101. _isVisible = false;
  102. }
  103. public void Clear()
  104. {
  105. _numbers.Clear();
  106. RefreshState();
  107. }
  108. public void PlayInvalidCodeAnimation()
  109. {
  110. DotAnimator.SetTrigger("Invalid");
  111. }
  112. protected void OnComplete()
  113. {
  114. if (Complete != null)
  115. {
  116. Complete(new ReadOnlyCollection<int>(_numbers), false);
  117. }
  118. }
  119. protected void OnCancel()
  120. {
  121. if (Complete != null)
  122. {
  123. Complete(new int[] {}, true);
  124. }
  125. }
  126. private void CancelButtonPressed()
  127. {
  128. if (_numbers.Count > 0)
  129. {
  130. _numbers.PopLast();
  131. }
  132. else
  133. {
  134. OnCancel();
  135. }
  136. RefreshState();
  137. }
  138. public void PushNumber(int number)
  139. {
  140. if (_numbers.Count >= 4)
  141. {
  142. Debug.LogWarning("[PinEntry] Expected 4 numbers");
  143. return;
  144. }
  145. _numbers.Add(number);
  146. if (_numbers.Count >= 4)
  147. {
  148. OnComplete();
  149. }
  150. RefreshState();
  151. }
  152. private void RefreshState()
  153. {
  154. for (var i = 0; i < NumberDots.Length; i++)
  155. {
  156. NumberDots[i].isOn = i < _numbers.Count;
  157. }
  158. if (_numbers.Count > 0)
  159. {
  160. CancelButtonText.text = "Delete";
  161. }
  162. else
  163. {
  164. CancelButtonText.text = CanCancel ? "Cancel" : "";
  165. }
  166. }
  167. }
  168. }