using System.Collections.Generic; using TMPro; using UnityEngine; using UnityEngine.UI; public class InputHistoryImage : MonoBehaviour { [SerializeField] private GameObject _frames = default; [SerializeField] private TextMeshProUGUI _framesText = default; [SerializeField] private Image _sequenceImage = default; [SerializeField] private Sprite[] _sequenceSprites = default; [SerializeField] private GameObject[] _triggers = default; private int _frame; public void UpdateDisplay(int sequenceIndex, int[] triggerIndexes) { _frame = 0; _frames.gameObject.SetActive(true); UpdateSequencesDisplay(sequenceIndex); UpdateTriggersDisplay(triggerIndexes); } private void UpdateSequencesDisplay(int index) { _sequenceImage.transform.parent.gameObject.SetActive(true); _sequenceImage.sprite = _sequenceSprites[index]; } private void UpdateTriggersDisplay(int[] triggerIndexes) { for (int i = 0; i < _triggers.Length; i++) _triggers[i].SetActive(false); for (int i = 0; i < triggerIndexes.Length; i++) if (triggerIndexes[i] <= _triggers.Length - 1) _triggers[triggerIndexes[i]].SetActive(true); } public void UpdateFramesDisplay() { if (_frame < 99) _frame++; _framesText.text = _frame.ToString(); } }