b486678290
Library -Artifacts
114 lines
4.6 KiB
C#
114 lines
4.6 KiB
C#
using System;
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using UnityEngine.UI;
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////TODO: have updateBindingUIEvent receive a control path string, too (in addition to the device layout name)
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namespace UnityEngine.InputSystem.Samples.RebindUI
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{
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/// <summary>
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/// This is an example for how to override the default display behavior of bindings. The component
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/// hooks into <see cref="RebindActionUI.updateBindingUIEvent"/> which is triggered when UI display
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/// of a binding should be refreshed. It then checks whether we have an icon for the current binding
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/// and if so, replaces the default text display with an icon.
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/// </summary>
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public class GamepadIconsExample : MonoBehaviour
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{
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public GamepadIcons xbox;
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public GamepadIcons ps4;
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protected void OnEnable()
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{
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// Hook into all updateBindingUIEvents on all RebindActionUI components in our hierarchy.
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var rebindUIComponents = transform.GetComponentsInChildren<RebindActionUI>();
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foreach (var component in rebindUIComponents)
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{
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component.updateBindingUIEvent.AddListener(OnUpdateBindingDisplay);
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component.UpdateBindingDisplay();
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}
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}
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protected void OnUpdateBindingDisplay(RebindActionUI component, string bindingDisplayString, string deviceLayoutName, string controlPath)
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{
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if (string.IsNullOrEmpty(deviceLayoutName) || string.IsNullOrEmpty(controlPath))
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return;
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var icon = default(Sprite);
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if (InputSystem.IsFirstLayoutBasedOnSecond(deviceLayoutName, "DualShockGamepad"))
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icon = ps4.GetSprite(controlPath);
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else if (InputSystem.IsFirstLayoutBasedOnSecond(deviceLayoutName, "Gamepad"))
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icon = xbox.GetSprite(controlPath);
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var textComponent = component.bindingText;
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// Grab Image component.
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var imageGO = textComponent.transform.parent.Find("ActionBindingIcon");
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var imageComponent = imageGO.GetComponent<Image>();
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if (icon != null)
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{
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textComponent.gameObject.SetActive(false);
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imageComponent.sprite = icon;
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imageComponent.gameObject.SetActive(true);
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}
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else
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{
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textComponent.gameObject.SetActive(true);
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imageComponent.gameObject.SetActive(false);
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}
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}
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[Serializable]
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public struct GamepadIcons
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{
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public Sprite buttonSouth;
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public Sprite buttonNorth;
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public Sprite buttonEast;
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public Sprite buttonWest;
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public Sprite startButton;
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public Sprite selectButton;
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public Sprite leftTrigger;
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public Sprite rightTrigger;
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public Sprite leftShoulder;
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public Sprite rightShoulder;
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public Sprite dpad;
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public Sprite dpadUp;
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public Sprite dpadDown;
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public Sprite dpadLeft;
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public Sprite dpadRight;
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public Sprite leftStick;
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public Sprite rightStick;
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public Sprite leftStickPress;
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public Sprite rightStickPress;
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public Sprite GetSprite(string controlPath)
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{
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// From the input system, we get the path of the control on device. So we can just
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// map from that to the sprites we have for gamepads.
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switch (controlPath)
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{
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case "buttonSouth": return buttonSouth;
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case "buttonNorth": return buttonNorth;
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case "buttonEast": return buttonEast;
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case "buttonWest": return buttonWest;
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case "start": return startButton;
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case "select": return selectButton;
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case "leftTrigger": return leftTrigger;
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case "rightTrigger": return rightTrigger;
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case "leftShoulder": return leftShoulder;
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case "rightShoulder": return rightShoulder;
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case "dpad": return dpad;
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case "dpad/up": return dpadUp;
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case "dpad/down": return dpadDown;
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case "dpad/left": return dpadLeft;
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case "dpad/right": return dpadRight;
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case "leftStick": return leftStick;
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case "rightStick": return rightStick;
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case "leftStickPress": return leftStickPress;
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case "rightStickPress": return rightStickPress;
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}
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return null;
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}
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}
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}
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}
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