void DoAction() { if (_inputField != null) { _inputField.ActivateInputField(); } }
void Start() { // tell the scroller that this script will be its delegate scroller.Delegate = this; // set up a single data item containing the spacer // this pushes the cells down to the bottom _data = new List <DataChat>(); _data.Add(new DataChat() { cellType = DataChat.CellType.Spacer }); // call resize scroller to calculate and set up the scroll ResizeScroller(); // focus on the chat input field myInputField.ActivateInputField(); }
public void SendChatMessage() { if (Client.Instance != null) { Client.Instance.Lobby.SendChatMessage(inputFieldChat.text); inputFieldChat.text = ""; inputFieldChat.ActivateInputField(); inputFieldChat.Select(); inputFieldChat.placeholder.gameObject.SetActive(false); } }
public override void OnExit() { if (_inputField == null) { return; } if (activateOnExit.Value) { _inputField.ActivateInputField(); } }
private void Show() { SetActive(true); if (textField != null) { if (showTouchScreenKeyboard) { touchScreenKeyboard = TouchScreenKeyboard.Open(textField.text); } textField.ActivateInputField(); if (UnityEngine.EventSystems.EventSystem.current != null) { UnityEngine.EventSystems.EventSystem.current.SetSelectedGameObject(textField.gameObject, null); } } }
int UnityEngineUIInputField_m_ActivateInputField(RealStatePtr L, int gen_param_count) { ObjectTranslator translator = this; UnityEngine.UI.InputField gen_to_be_invoked = (UnityEngine.UI.InputField)translator.FastGetCSObj(L, 1); { gen_to_be_invoked.ActivateInputField( ); return(0); } }
public void Enable(OnUnFocusDelegate unFocusCallback) { OnUnfocus = unFocusCallback; if (OnFocus != null) { OnFocus(); } InputField.onEndEdit.AddListener((string s) => Disable()); InputField.Select(); InputField.ActivateInputField(); InputField.onValueChanged.AddListener(ValueChangeCheck); }
/// <summary> /// Send a chat message over the Steam Lobby Chat system /// </summary> /// <param name="message"></param> public void SendChatMessage(string message) { if (LobbySettings.InLobby) { var errorMessage = string.Empty; if (CommandParser == null || !CommandParser.TryCallCommand(message, true, out errorMessage)) { //If we are trying to parse a bad command let the player know if (!string.IsNullOrEmpty(errorMessage)) { SendSystemMessage("", errorMessage); } else { LobbySettings.SendChatMessage(message); input.ActivateInputField(); } } } }
public void focus_input() { input.ActivateInputField(); }