Focus chat input field when pressing enter

So i am looking for a way to make a chat input field that focuses when you press enter and sends the message when press enter another time.
I have made a code that kind of works but not properly… Please help!
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEngine.EventSystems;

public class CEManager : MonoBehaviour {

	public static InputField chatInput;
	public GameObject networkManager;
	private bool active = false;
	private ChatManager chatManager;
	private string username = "";
	void Start ()
	{
		chatInput = GetComponent<InputField>();
		chatManager = networkManager.GetComponent<ChatManager>();
	}

	void Update()
	{
		if(Input.GetKey(KeyCode.Return))
		{
			username = PlayerPrefs.GetString("currentUsername");
			if(active == false)
			{
				chatInput.ActivateInputField();
				EventSystem.current.SetSelectedGameObject(chatInput.gameObject, null);
				active = true;
			}

			if(active = true)
			{
				if(chatInput.text == "")
				{

				}
				else
				{
					chatManager.AddChatEvent(username + ":" + chatInput.text);
					chatInput.text = "";
					chatInput.DeactivateInputField();
					active = false;
				}
			}
		}
	}
}

Change the update void like this:

	void Update() {
		if (Input.GetKeyDown(KeyCode.Return)) {						//Change
			username = PlayerPrefs.GetString("currentUsername");
			if (active == false) {
				chatInput.ActivateInputField();
				EventSystem.current.SetSelectedGameObject(chatInput.gameObject, null);
				active = true;
			}
			else {													//Change
				if (chatInput.text == "") {
				}
				else {
					chatManager.AddChatEvent(username + ":" + chatInput.text);
					chatInput.text = "";
					chatInput.DeactivateInputField();
					active = false;
				}
			}
		}
	}

I fixed it myself

using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEngine.EventSystems;

public class CEManager : MonoBehaviour {

	public static InputField chatInput;
	public GameObject networkManager;
	public GameObject chatEntry;
	private bool active = false;
	private ChatManager chatManager;
	private string username = "";
	public GameObject helpText;
	void Start ()
	{
		chatInput = chatEntry.GetComponent<InputField>();
		chatManager = networkManager.GetComponent<ChatManager>();
		chatEntry.SetActive(false);
	}

	void Update()
	{
		if(Input.GetKeyUp(KeyCode.Return))
		{
			username = PlayerPrefs.GetString("currentUsername");
			if(active == false)
			{
				chatEntry.SetActive(true);
				EventSystem.current.SetSelectedGameObject(chatInput.gameObject, null);
				chatInput.OnPointerClick(new PointerEventData(EventSystem.current));
				active = true;
				helpText.SetActive(false);
			}
			else
			{
				if(chatInput.text == "")
				{
					return;
				}
				else
				{
					chatManager.AddChatEvent(username + ":" + chatInput.text);
					chatInput.text = "";
					chatEntry.SetActive(false);
					helpText.SetActive(true);
					active = false;
				}
			}
		}
		if(active == true)
		{
			ChatManager.isChatOpen = true;
		}
		else if(active  == false)
		{
			ChatManager.isChatOpen = false;
		}
	}
}