Version: 2017.4
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InputField.onEndEdit

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public var onEndEdit: UI.InputField.SubmitEvent;
public UI.InputField.SubmitEvent onEndEdit;

Description

The Unity Event to call when editing has ended.

#pragma strict
// Required when Using UI elements.
public class Example {
    public var mainInputField;
    // Checks if there is anything entered into the input field.
    function LockInput(input) {
        if (input.text.Length > 0) {
            Debug.Log("Text has been entered");
        }
        elseif (input.text.Length == 0) {
            Debug.Log("Main Input Empty");
        }
    }
    public function Start() {
        //Passes the main input field into the method when "LockInput" is invoked
        mainInputField.onEndEdit.AddListener(function() {
            LockInput(mainInputField);
        });
    }
}
using UnityEngine;
using System.Collections;
using UnityEngine.UI; // Required when Using UI elements.

public class Example : MonoBehaviour { public InputField mainInputField;

// Checks if there is anything entered into the input field. void LockInput(InputField input) { if (input.text.Length > 0) { Debug.Log("Text has been entered"); } else if (input.text.Length == 0) { Debug.Log("Main Input Empty"); } }

public void Start() { //Adds a listener that invokes the "LockInput" method when the player finishes editing the main input field. //Passes the main input field into the method when "LockInput" is invoked mainInputField.onEndEdit.AddListener(delegate {LockInput(mainInputField); }); } }