public void SetPointerTransform(ControllerName name, Vector3 v, Quaternion q) { Transform pointer = GetPointer(name).transform; pointer.position = v; pointer.rotation = q; UpdateSymmetryPointerTransforms(); }
private PointerData GetPointerData(ControllerName name) { // TODO: replace with something better that handles multiple controllers switch (name) { case ControllerName.Brush: return(m_Pointers[0]); default: Debug.AssertFormat(false, "No pointer for controller {0}", name); return(null); } }
// ---- accessors public PointerScript GetPointer(ControllerName name) { return(GetPointerData(name).m_Script); }