64 lines
1.7 KiB
C#
64 lines
1.7 KiB
C#
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using System;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.InputSystem;
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[RequireComponent(typeof(UXButton))]
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public sealed class InputGlyphUXButton : MonoBehaviour
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{
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[SerializeField] private UXButton button;
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[SerializeField] private Image targetImage;
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private InputActionReference _actionReference;
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private InputDeviceWatcher.InputDeviceCategory _cachedCategory;
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private Sprite _cachedSprite;
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#if UNITY_EDITOR
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private void OnValidate()
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{
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if (button == null)
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{
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button = GetComponent<UXButton>();
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}
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}
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#endif
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void OnEnable()
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{
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if (button == null) button = GetComponent<UXButton>();
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if (targetImage == null) targetImage = GetComponent<Image>();
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_actionReference = button.HotKeyRefrence;
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InputDeviceWatcher.OnDeviceChanged += OnDeviceChanged;
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_cachedCategory = InputDeviceWatcher.InputDeviceCategory.Keyboard;
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UpdatePrompt();
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}
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void OnDisable()
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{
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InputDeviceWatcher.OnDeviceChanged -= OnDeviceChanged;
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}
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void OnDeviceChanged(InputDeviceWatcher.InputDeviceCategory cat)
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{
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if (_cachedCategory != cat)
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{
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_cachedCategory = cat;
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UpdatePrompt();
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}
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}
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void UpdatePrompt()
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{
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if (_actionReference == null || _actionReference.action == null || targetImage == null) return;
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// Use cached category instead of re-querying CurrentCategory
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if (GlyphService.TryGetUISpriteForActionPath(_actionReference, "", _cachedCategory, out Sprite sprite))
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{
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if (_cachedSprite != sprite)
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{
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_cachedSprite = sprite;
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targetImage.sprite = sprite;
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}
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}
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}
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}
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