100 lines
3.2 KiB
C#
100 lines
3.2 KiB
C#
using System;
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using UnityEngine.UI;
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namespace UnityEngine.InputSystem.Samples.RebindUI
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{
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/// <summary>
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/// A simple visual indicator of action performed.
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/// </summary>
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/// <remarks>Error handling have been excluded for simplicity.</remarks>
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[RequireComponent(typeof(Image))]
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public class InputActionIndicator : MonoBehaviour
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{
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[Tooltip("Reference to the associated action to be visualized.")]
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public InputActionReference action;
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[Tooltip("The color to show when the associated action is performed.")]
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public Color activeColor = Color.green;
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[Tooltip("The color to show when the associated action has not been performed for the specified duration.")]
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public Color inactiveColor = Color.black;
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[Tooltip("The color to show when the associated action is disabled")]
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public Color disabledColor = Color.red;
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[Tooltip("The duration for which the indicator should be lit before becoming completely inactive.")]
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public float duration = 1.0f;
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public Image performedIndicator;
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public Image pressedIndicator;
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public Text label;
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private double m_RealTimeLastPerformed;
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private void OnEnable()
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{
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if (action != null && action.action != null)
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{
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action.action.performed += OnPerformed;
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}
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}
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private void OnDisable()
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{
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if (action != null && action.action != null)
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action.action.performed -= OnPerformed;
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}
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private void OnPerformed(InputAction.CallbackContext obj)
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{
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m_RealTimeLastPerformed = Time.realtimeSinceStartupAsDouble;
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}
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private void Update()
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{
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if (action.action.enabled)
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{
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// Pulse active color if enabled and performed
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var elapsedSincePerformed = Time.realtimeSinceStartupAsDouble - m_RealTimeLastPerformed;
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if (performedIndicator)
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{
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performedIndicator.color = duration <= 0.0f
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? inactiveColor
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: Color.Lerp(inactiveColor, activeColor,
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(float)Math.Max(0.0, 1.0 - elapsedSincePerformed / duration));
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}
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if (pressedIndicator)
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pressedIndicator.color = action.action.IsPressed() ? activeColor : inactiveColor;
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}
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else
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{
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// Show disabled indicator if disabled
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if (performedIndicator && performedIndicator.color != disabledColor)
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performedIndicator.color = disabledColor;
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if (pressedIndicator && pressedIndicator.color != disabledColor)
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pressedIndicator.color = disabledColor;
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}
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}
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// Also update action label in edit-mode
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#if UNITY_EDITOR
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protected void OnValidate()
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{
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UpdateActionLabel();
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}
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#endif
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private void UpdateActionLabel()
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{
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if (label == null)
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return;
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if (action != null && action.action != null)
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label.text = action.action.name;
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else
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label.text = string.Empty;
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}
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}
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}
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