VirtualFramework/Assets/QFramework/Toolkits/UIKit/Scripts/Helper/InputFieldEnterSubmitTrigger.cs
2024-12-14 18:27:59 +08:00

89 lines
2.9 KiB
C#

/****************************************************************************
* 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<InputFieldEnterSubmitTrigger>();
if (!trigger)
{
trigger = inputField.gameObject.AddComponent<InputFieldEnterSubmitTrigger>();
}
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<InputField>();
}
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;
}
}
}