using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.Localization.Components; using UnityEngine.Events; enum ActionType { Save, Reset } public class UIActionButton : MonoBehaviour { [SerializeField] private LocalizeStringEvent _buttonActionText = default; [SerializeField] private Button _buttonAction = default; [SerializeField] UIButtonPrompt buttonPromptSetter = default; [SerializeField] InputReader _inputReader = default; bool hasEvent = false; public UnityAction Clicked; public void FillInventoryButton(ItemTypeSO itemType, bool isInteractable = true) { _buttonAction.interactable = isInteractable; _buttonActionText.StringReference = itemType.ActionName; //bool isKeyboard = !(Input.GetJoystickNames() != null && Input.GetJoystickNames().Length > 0); bool isKeyboard = true; buttonPromptSetter.SetButtonPrompt(isKeyboard); if (isInteractable) { if (_inputReader != null) { hasEvent = true; _inputReader.inventoryActionButtonEvent += ClickActionButton; } } else { if (_inputReader != null) if (hasEvent) _inputReader.inventoryActionButtonEvent -= ClickActionButton; } } public void ClickActionButton() { Clicked.Invoke(); } private void OnDisable() { if (_inputReader != null) if (hasEvent) _inputReader.inventoryActionButtonEvent -= ClickActionButton; } }