using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class InputNavigator : MonoBehaviour, ISelectHandler, IDeselectHandler
{
EventSystem _system;
private bool _isSelect = false;
void Start()
{
_system = EventSystem.current;
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Tab) && _isSelect)
{
Selectable next = null;
if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
{
next = _system.currentSelectedGameObject.GetComponent<Selectable>().FindSelectableOnUp();
}
else
{
next = _system.currentSelectedGameObject.GetComponent<Selectable>().FindSelectableOnDown();
}
if (next != null)
{
InputField inputfield = next.GetComponent<InputField>();
_system.SetSelectedGameObject(next.gameObject, new BaseEventData(_system));
}
else
{
Debug.LogError("找不到下一个控件");
}
}
}
public void OnSelect(BaseEventData eventData)
{
_isSelect = true;
}
public void OnDeselect(BaseEventData eventData)
{
_isSelect = false;
}
}