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