AlicizaX/Client/Assets/InputGlyph/InputGlyphImage.cs
2026-03-09 20:38:15 +08:00

61 lines
1.8 KiB
C#

using UnityEngine;
using UnityEngine.UI;
using UnityEngine.InputSystem;
public sealed class InputGlyphImage : MonoBehaviour
{
[SerializeField] private InputActionReference actionReference;
[SerializeField] private Image targetImage;
[SerializeField] private bool hideIfMissing = false;
[SerializeField] private GameObject hideTargetObject;
private InputDeviceWatcher.InputDeviceCategory _cachedCategory;
private Sprite _cachedSprite;
void OnEnable()
{
if (targetImage == null) targetImage = GetComponent<Image>();
InputDeviceWatcher.OnDeviceChanged += OnDeviceChanged;
_cachedCategory = InputDeviceWatcher.InputDeviceCategory.Keyboard;
UpdatePrompt();
}
void OnDisable()
{
InputDeviceWatcher.OnDeviceChanged -= OnDeviceChanged;
}
void OnDeviceChanged(InputDeviceWatcher.InputDeviceCategory cat)
{
if (_cachedCategory != cat)
{
_cachedCategory = cat;
UpdatePrompt();
}
}
void UpdatePrompt()
{
if (actionReference == null || actionReference.action == null || targetImage == null) return;
// Use cached category instead of re-querying CurrentCategory
if (GlyphService.TryGetUISpriteForActionPath(actionReference, "", _cachedCategory, out Sprite sprite))
{
if (_cachedSprite != sprite)
{
_cachedSprite = sprite;
targetImage.sprite = sprite;
}
}
if (hideTargetObject != null)
{
bool shouldBeActive = sprite != null && !hideIfMissing;
if (hideTargetObject.activeSelf != shouldBeActive)
{
hideTargetObject.SetActive(shouldBeActive);
}
}
}
}