The Unity Event to call when editing has ended.
#pragma strict // Required when Using UI elements. public class Example { public var mainInputField; // Checks if there is anything entered into the input field. function LockInput(input) { if (input.text.Length > 0) { Debug.Log("Text has been entered"); } elseif (input.text.Length == 0) { Debug.Log("Main Input Empty"); } } public function Start() { //Passes the main input field into the method when "LockInput" is invoked mainInputField.onEndEdit.AddListener(function() { LockInput(mainInputField); }); } }
using UnityEngine; using System.Collections; using UnityEngine.UI; // Required when Using UI elements.
public class Example : MonoBehaviour { public InputField mainInputField;
// Checks if there is anything entered into the input field. void LockInput(InputField input) { if (input.text.Length > 0) { Debug.Log("Text has been entered"); } else if (input.text.Length == 0) { Debug.Log("Main Input Empty"); } }
public void Start() { //Adds a listener that invokes the "LockInput" method when the player finishes editing the main input field. //Passes the main input field into the method when "LockInput" is invoked mainInputField.onEndEdit.AddListener(delegate {LockInput(mainInputField); }); } }
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