43 lines
1.3 KiB
C#
43 lines
1.3 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.InputSystem;
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using AlicizaX.InputGlyph;
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[RequireComponent(typeof(Image))]
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public 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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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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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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UpdatePrompt();
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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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InputDeviceWatcher.InputDeviceCategory deviceCategory = InputDeviceWatcher.CurrentCategory;
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if (GlyphService.TryGetUISpriteForActionPath(actionReference, deviceCategory, out Sprite sprite))
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{
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targetImage.sprite = sprite;
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}
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if (hideTargetObject) hideTargetObject.SetActive(sprite != null && !hideIfMissing);
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}
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}
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