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();
    }
}