/**************************************************************************** * Copyright (c) 2021.3 liangxie * * http://qframework.io * https://github.com/liangxiegame/QFramework * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. ****************************************************************************/ using UnityEngine; using UnityEngine.Events; using UnityEngine.UI; namespace QFramework { public static class InputFieldEnterSubmitExtensions { public static void OnEnterSubmit(this InputField inputField, UnityAction action) { var trigger = inputField.GetComponent(); if (!trigger) { trigger = inputField.gameObject.AddComponent(); } trigger.OnEnterSubmit.AddListener(action); } } [RequireComponent(typeof(InputField))] public class InputFieldEnterSubmitTrigger : MonoBehaviour { private InputField mInputField; public readonly UnityEvent OnEnterSubmit = new UnityEvent(); private void OnDestroy() { OnEnterSubmit.RemoveAllListeners(); } private void Awake() { mInputField = GetComponent(); } void OnEnable() { mInputField.lineType = UnityEngine.UI.InputField.LineType.MultiLineNewline; mInputField.onValidateInput += CheckForEnter; } void OnDisable() { mInputField.onValidateInput -= CheckForEnter; } // 回车解决方案 private char CheckForEnter(string text, int charIndex, char addedChar) { if (addedChar == '\n') { OnEnterSubmit.Invoke(); return '\0'; } return addedChar; } } }