53 lines
2.3 KiB
C#
53 lines
2.3 KiB
C#
using System;
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using TMPro;
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using UnityEngine;
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public class TutorialUI : MonoBehaviour {
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[SerializeField] private TextMeshProUGUI keyMoveUpText;
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[SerializeField] private TextMeshProUGUI keyMoveDownText;
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[SerializeField] private TextMeshProUGUI keyMoveLeftText;
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[SerializeField] private TextMeshProUGUI keyMoveRightText;
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[SerializeField] private TextMeshProUGUI keyMoveInteractText;
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[SerializeField] private TextMeshProUGUI keyMoveInteractAlternateText;
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[SerializeField] private TextMeshProUGUI keyMovePauseText;
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[SerializeField] private TextMeshProUGUI keyMoveGamepadInteractText;
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[SerializeField] private TextMeshProUGUI keyMoveGamepadInteractAlternateText;
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[SerializeField] private TextMeshProUGUI keyMoveGamepadPauseText;
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private void Start() {
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GameInput.Instance.OnBindingRebind += GameInput_OnBindingRebind;
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KitchenGameManager.Instance.OnStateChanged += KitchenGameManager_OnStateChanged;
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UpdateVisual();
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Show();
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}
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private void GameInput_OnBindingRebind(object sender, EventArgs e) {
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UpdateVisual();
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}
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private void KitchenGameManager_OnStateChanged(object sender, EventArgs e) {
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if (KitchenGameManager.Instance.IsCountToStartActive()) Hide();
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}
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private void UpdateVisual() {
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keyMoveUpText.text = GameInput.GetBindingText(GameInput.Binding.MoveUp);
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keyMoveDownText.text = GameInput.GetBindingText(GameInput.Binding.MoveDown);
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keyMoveLeftText.text = GameInput.GetBindingText(GameInput.Binding.MoveLeft);
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keyMoveRightText.text = GameInput.GetBindingText(GameInput.Binding.MoveRight);
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keyMoveInteractText.text = GameInput.GetBindingText(GameInput.Binding.Interact);
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keyMoveInteractAlternateText.text = GameInput.GetBindingText(GameInput.Binding.InteractAlternate);
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keyMovePauseText.text = GameInput.GetBindingText(GameInput.Binding.Pause);
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keyMoveGamepadInteractText.text = GameInput.GetBindingText(GameInput.Binding.GamepadInteract);
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keyMoveGamepadInteractAlternateText.text =
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GameInput.GetBindingText(GameInput.Binding.GamepadInteractAlternate);
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keyMoveGamepadPauseText.text = GameInput.GetBindingText(GameInput.Binding.GamepadPause);
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}
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private void Show() {
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gameObject.SetActive(true);
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}
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private void Hide() {
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gameObject.SetActive(false);
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}
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} |