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); }); } }