mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-11 04:05:11 +00:00
83 lines
No EOL
2.6 KiB
C#
83 lines
No EOL
2.6 KiB
C#
/// Credit Zelek
|
|
/// Sourced from - http://forum.unity3d.com/threads/inputfield-focus-and-unfocus.306634/
|
|
/// Usage, assign component to Input field, set OnEndEdit function to the one in this script and the Click for the submit button to the buttonPressed function.
|
|
|
|
namespace UnityEngine.UI.Extensions
|
|
{
|
|
[RequireComponent(typeof(InputField))]
|
|
[AddComponentMenu("UI/Extensions/InputFocus")]
|
|
public class InputFocus : MonoBehaviour
|
|
{
|
|
#region Private Variables
|
|
|
|
// The input field we use for chat
|
|
protected InputField _inputField;
|
|
|
|
// When set to true, we will ignore the next time the "Enter" key is released
|
|
public bool _ignoreNextActivation = false;
|
|
|
|
#endregion
|
|
|
|
void Start()
|
|
{
|
|
_inputField = GetComponent<InputField>();
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
// Check if the "Enter" key was just released with the chat input not focused
|
|
if (UIExtensionsInputManager.GetKeyUp(KeyCode.Return) && !_inputField.isFocused)
|
|
{
|
|
// If we need to ignore the keypress, do nothing - otherwise activate the input field
|
|
if (_ignoreNextActivation)
|
|
{
|
|
_ignoreNextActivation = false;
|
|
}
|
|
else
|
|
{
|
|
_inputField.Select();
|
|
_inputField.ActivateInputField();
|
|
}
|
|
}
|
|
}
|
|
|
|
public void buttonPressed()
|
|
{
|
|
// Do whatever you want with the input field text here
|
|
|
|
// Make note of whether the input string was empty, and then clear it out
|
|
bool wasEmpty = _inputField.text == "";
|
|
_inputField.text = "";
|
|
|
|
// If the string was not empty, we should reactivate the input field
|
|
if (!wasEmpty)
|
|
{
|
|
_inputField.Select();
|
|
_inputField.ActivateInputField();
|
|
}
|
|
}
|
|
|
|
public void OnEndEdit(string textString)
|
|
{
|
|
// If the edit ended because we clicked away, don't do anything extra
|
|
if (!UIExtensionsInputManager.GetKeyDown(KeyCode.Return))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Do whatever you want with the input field text here
|
|
|
|
// Make note of whether the input string was empty, and then clear it out
|
|
bool wasEmpty = _inputField.text == "";
|
|
_inputField.text = "";
|
|
|
|
// if the input string was empty, then allow the field to deactivate
|
|
if (wasEmpty)
|
|
{
|
|
_ignoreNextActivation = true;
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
} |