com.unity.uiextensions/Runtime/Scripts/TabNavigationHelper.cs

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/// 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<EventSystem>();
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<Selectable>();
}
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<Selectable>().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<Selectable>().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<Selectable>().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<Selectable>();
}
else
{
next = null;
}
}
private void selectGameObject(Selectable selectable)
{
if (selectable != null)
{
InputField inputfield = selectable.GetComponent<InputField>();
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));
}
}
}
}