using UnityEngine; using UnityEngine.UI; using System.Collections; using GCGame; using System; using UnityEngine.Events; public class UIInputField : UIBase { public InputField _InputField; public string text { get { return _InputField.text; } set { _InputField.text = value; } } [Serializable] public class InputEditEnd : UnityEvent { public InputEditEnd() { } } public InputEditEnd _InputEditEnd; private int _TextLength; public void InitField(int maxLength) { _TextLength = maxLength; _InputField.characterLimit = _TextLength; _InputField.text = ""; } public void OnInputText() { //if (_InputField.text.Length > _TextLength) //{ // _InputField.text = _InputField.text.Substring(0, _TextLength); //} _InputField.text = Utils.StrFilter_Chat(_InputField.text); _InputEditEnd.Invoke(); } }