152 lines
5.7 KiB
C#
152 lines
5.7 KiB
C#
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/// Credit Melang
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/// Sourced from - http://forum.unity3d.com/members/melang.593409/
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/// Updated omatase 10-18-14 - support for Shift + Tab as well
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/// - bug fix to prevent crash if no control selected
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/// - updated to support new semantics for EventSystem in later 4.6 builds
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/// - autoselect "firstSelectedGameObject" since it doesn't seem to work automatically
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/// Updated 08-29-15 - On request of Issue #13 on repo, added a manual navigation order.
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using UnityEngine.EventSystems;
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namespace UnityEngine.UI.Extensions
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{
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public enum NavigationMode { Auto = 0, Manual = 1};
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[RequireComponent(typeof(EventSystem))]
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[AddComponentMenu("Event/Extensions/Tab Navigation Helper")]
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public class TabNavigationHelper : MonoBehaviour
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{
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private EventSystem _system;
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private Selectable StartingObject;
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private Selectable LastObject;
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[Tooltip("The path to take when user is tabbing through ui components.")]
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public Selectable[] NavigationPath;
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[Tooltip("Use the default Unity navigation system or a manual fixed order using Navigation Path")]
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public NavigationMode NavigationMode;
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[Tooltip("If True, this will loop the tab order from last to first automatically")]
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public bool CircularNavigation;
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void Start()
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{
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_system = GetComponent<EventSystem>();
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if (_system == null)
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{
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Debug.LogError("Needs to be attached to the Event System component in the scene");
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}
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if (NavigationMode == NavigationMode.Manual && NavigationPath.Length > 0)
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{
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StartingObject = NavigationPath[0].gameObject.GetComponent<Selectable>();
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}
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if (StartingObject == null && CircularNavigation)
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{
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SelectDefaultObject(out StartingObject);
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}
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}
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public void Update()
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{
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Selectable next = null;
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if (LastObject == null && _system.currentSelectedGameObject != null)
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{
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//Find the last selectable object
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next = _system.currentSelectedGameObject.GetComponent<Selectable>().FindSelectableOnDown();
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while (next != null)
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{
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LastObject = next;
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next = next.FindSelectableOnDown();
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}
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}
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if (Input.GetKeyDown(KeyCode.Tab) && Input.GetKey(KeyCode.LeftShift))
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{
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if (NavigationMode == NavigationMode.Manual && NavigationPath.Length > 0)
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{
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for (var i = NavigationPath.Length - 1; i >= 0; i--)
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{
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if (_system.currentSelectedGameObject != NavigationPath[i].gameObject) continue;
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next = i == 0 ? NavigationPath[NavigationPath.Length - 1] : NavigationPath[i - 1];
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break;
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}
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}
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else
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{
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if (_system.currentSelectedGameObject != null)
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{
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next = _system.currentSelectedGameObject.GetComponent<Selectable>().FindSelectableOnUp();
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if (next == null && CircularNavigation)
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{
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next = LastObject;
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}
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}
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else
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{
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SelectDefaultObject(out next);
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}
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}
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}
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else if (Input.GetKeyDown(KeyCode.Tab))
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{
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if (NavigationMode == NavigationMode.Manual && NavigationPath.Length > 0)
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{
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for (var i = 0; i < NavigationPath.Length; i++)
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{
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if (_system.currentSelectedGameObject != NavigationPath[i].gameObject) continue;
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next = i == (NavigationPath.Length - 1) ? NavigationPath[0] : NavigationPath[i + 1];
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break;
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}
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}
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else
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{
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if (_system.currentSelectedGameObject != null)
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{
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next = _system.currentSelectedGameObject.GetComponent<Selectable>().FindSelectableOnDown();
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if (next == null && CircularNavigation)
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{
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next = StartingObject;
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}
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}
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else
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{
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SelectDefaultObject(out next);
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}
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}
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}
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else if (_system.currentSelectedGameObject == null)
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{
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SelectDefaultObject(out next);
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}
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if (CircularNavigation && StartingObject == null)
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{
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StartingObject = next;
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}
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selectGameObject(next);
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}
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private void SelectDefaultObject(out Selectable next)
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{
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if (_system.firstSelectedGameObject)
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{
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next = _system.firstSelectedGameObject.GetComponent<Selectable>();
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}
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else
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{
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next = null;
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}
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}
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private void selectGameObject(Selectable selectable)
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{
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if (selectable != null)
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{
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InputField inputfield = selectable.GetComponent<InputField>();
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if (inputfield != null) inputfield.OnPointerClick(new PointerEventData(_system)); //if it's an input field, also set the text caret
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_system.SetSelectedGameObject(selectable.gameObject, new BaseEventData(_system));
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}
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}
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}
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}
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