73 lines
2.2 KiB
C#
73 lines
2.2 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.InputSystem;
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public sealed class InputGlyphImage : MonoBehaviour
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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 InputDeviceWatcher.InputDeviceCategory _cachedCategory;
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private Sprite _cachedSprite;
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/// <summary>
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/// 启用时初始化组件并订阅设备变更事件
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/// </summary>
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void OnEnable()
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{
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if (targetImage == null) targetImage = GetComponent<Image>();
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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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/// <summary>
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/// 禁用时取消订阅设备变更事件
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/// </summary>
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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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/// <summary>
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/// 设备类型变更时的回调,更新图标显示
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/// </summary>
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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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/// <summary>
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/// 更新输入提示图标,并根据配置控制目标对象的显示/隐藏
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/// </summary>
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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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// 使用缓存的设备类型,避免重复查询 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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if (hideTargetObject != null)
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{
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bool shouldBeActive = sprite != null && !hideIfMissing;
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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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}
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