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Fishing2/Assets/ThirdParty/Rewired/Extras/Glyphs/UnityUI/Scripts/UnityUIControllerElementGlyph.cs
2025-05-10 12:49:47 +08:00

30 lines
1.5 KiB
C#

// Copyright (c) 2024 Augie R. Maddox, Guavaman Enterprises. All rights reserved.
#pragma warning disable 0649
namespace Rewired.Glyphs.UnityUI {
/// <summary>
/// Displays glyphs / text for a specific Action Element Map or Controller Element Identifier using Unity UI.
/// This component cannot be used alone. It requires a script to set either
/// <see cref="ControllerElementGlyph.actionElementMap"/> or
/// the <see cref="ControllerElementGlyph.controllerElementIdentifier"/> and
/// <see cref="ControllerElementGlyph.axisRange"/>. This class is mainly useful if you need to display a
/// glyph for a specific controller element, such as when showing a list of glyphs for controller elements
/// in a controller or when showing glyphs for controller elements currently contributing to an Action value.
/// If you want to display a glyph for a controller element bound to an Action for a Player, use
/// <see cref="UnityUIPlayerControllerElementGlyph"/> instead.
/// </summary>
[UnityEngine.AddComponentMenu("Rewired/Glyphs/Unity UI/Unity UI Controller Element Glyph")]
public class UnityUIControllerElementGlyph : ControllerElementGlyph {
/// <summary>
/// Gets the default glyph or text prefab.
/// </summary>
/// <returns>The default glyph or text prefab.</returns>
protected override UnityEngine.GameObject GetDefaultGlyphOrTextPrefab() {
return UnityUIControllerElementGlyphBase.defaultGlyphOrTextPrefab;
}
}
}