63 lines
1.7 KiB
C#
63 lines
1.7 KiB
C#
using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.UI;
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public sealed class InputGlyphImage : MonoBehaviour
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public sealed class InputGlyphImage : InputGlyphBehaviourBase
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{
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[SerializeField] private InputActionReference actionReference;
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[SerializeField] private Image targetImage;
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[SerializeField] private bool hideIfMissing = false;
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[SerializeField] private GameObject hideTargetObject;
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private Sprite _cachedSprite;
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protected override void OnEnable()
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{
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if (targetImage == null)
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{
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targetImage = GetComponent<Image>();
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}
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base.OnEnable();
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}
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protected override void RefreshGlyph()
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{
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if (actionReference == null || actionReference.action == null || targetImage == null)
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{
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if (targetImage != null && _cachedSprite != null)
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{
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_cachedSprite = null;
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targetImage.sprite = null;
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}
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ApplyVisibility(false);
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return;
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}
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bool hasSprite = GlyphService.TryGetUISpriteForActionPath(actionReference, string.Empty, CurrentCategory, out Sprite sprite);
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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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ApplyVisibility(hasSprite && sprite != null);
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}
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private void ApplyVisibility(bool hasSprite)
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{
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if (hideTargetObject == null)
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{
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return;
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}
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bool shouldBeActive = !hideIfMissing || hasSprite;
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if (hideTargetObject.activeSelf != shouldBeActive)
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{
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hideTargetObject.SetActive(shouldBeActive);
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}
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}
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}
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