Unity3D - UGUI实现Tab键切换输入框、按钮(按Tab键切换高亮显示的UI)

1.在Hierarchy面板创建能被选中的UI(Button、InputField等)

2.在Canvas上创建C#脚本 TabCutPichon

3.编写脚本

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using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.EventSystems;
  
 public class TabCutPitchOn : MonoBehaviour
 {
     // 得到EventSystem组件
     private EventSystem system;
    // 字典:key 游戏物体编号,游戏物体
    private Dictionary<int,GameObject> dicObj;
    // 用于存储得到的字典的索引
    private int index;
 
    void Start ()
    {
        // 初始化字段
        system = EventSystem.current;
        dicObj = new Dictionary<int, GameObject> ();
        index = 0;
        // 给字典赋值
        for (int i = 0; i < transform.childCount; i++) {
            dicObj.Add (i, transform.GetChild (i).gameObject);
        }
        // 得到字典中对应索引的游戏物体
        GameObject obj;
        dicObj.TryGetValue (index, out obj);
        // 设置第一个可交互的UI为高亮状态
        system.SetSelectedGameObject (obj, new BaseEventData (system)); 
    }
 
    void Update ()
    {
        // 当有 UI 高亮(得到高亮的UI,不为空)并且 按下Tab键
        if (system.currentSelectedGameObject != null && Input.GetKeyDown (KeyCode.Tab)) {
            // 得到当前高亮状态的 UI 物体
            GameObject hightedObj = system.currentSelectedGameObject;
            // 看是场景中第几个物体
            foreach (KeyValuePair<int,GameObject> item in dicObj) {
                if (item.Value == hightedObj) {
                    index = item.Key + 1;
                    // 超出索引 将Index归零
                    if (index == dicObj.Count) {
                        index = 0;
                    }
                    break;
                }
            }
            // 得到对应索引的游戏物体
            GameObject obj;
            dicObj.TryGetValue (index, out obj);
            // 使得到的游戏物体高亮
            system.SetSelectedGameObject (obj, new BaseEventData (system));
        }
    }
}
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