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75
Assets/Scripts/UI/Settings/SettingInputItem.cs
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75
Assets/Scripts/UI/Settings/SettingInputItem.cs
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// 本脚本只在不存在时会生成一次。组件逻辑写在当前脚本内。已存在不会再次生成覆盖
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using FairyGUI;
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using NBC;
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using NBF.Setting;
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using UnityEngine.InputSystem;
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namespace NBF
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{
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public partial class SettingInputItem : GButton
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{
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public InputOption Option;
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private InputActionRebindingExtensions.RebindingOperation rebindingOperation;
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private void OnInited()
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{
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BtnKeyboard.onClick.Set(OnClickRebind);
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onChanged.Add(SelfChanged);
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}
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public void SetData(InputOption option)
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{
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Option = option;
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TextName.SetLanguage(Option.Name);
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UpdateValueText();
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}
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public void OnClickRebind()
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{
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// InputWaitingPanel.Show(true);
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// UI.Inst.OpenUI<InputWaitingPanel>();
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SettingWaitInputPanel.Show();
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// // 取消当前绑定
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// var settingPanel = UI.Inst.GetUI<SettingPanel>();
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// settingPanel.InputWait.visible = true;
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// Option.InputAction.Disable();
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//
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// // 开始重绑定操作
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// rebindingOperation = Option.InputAction.PerformInteractiveRebinding(Option.BindingIndex)
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// .OnMatchWaitForAnother(0.1f)
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// .OnComplete(operation => RebindComplete())
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// .OnCancel(operation => RebindCanceled())
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// .Start();
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}
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private void RebindComplete()
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{
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rebindingOperation.Dispose();
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UpdateValueText();
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Option.InputAction.Enable();
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}
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private void RebindCanceled()
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{
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rebindingOperation.Dispose();
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Option.InputAction.Enable();
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// UI.Inst.HideUI<InputWaitingPanel>();
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}
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private void SelfChanged(EventContext context)
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{
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if (!selected)
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{
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// RebindOver();
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}
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}
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private void UpdateValueText()
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{
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BtnKeyboard.SetData(Option);
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}
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}
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}
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