/// <summary> /// 根据2/3D的状态 /// 设置f3DSpaceInputModule visibale /// Cursor.visible /// 投屏状态 /// </summary> void Set23DUIModel() { if (_is3D != is3D || flag) //默认第一次执行一次判断 { flag = false; _is3D = is3D; PenRayObj?.SetActive(is3D); SetCameraAccordingTo23DState(is3D); f3DSpaceInputModule.is3D = is3D; if (is3D) { #if UNITY_STANDALONE //Cursor.visible = false; #endif FCore.SetScreen3DSelf(); } else { #if UNITY_STANDALONE //Cursor.visible = true; #endif FCore.SetScreen2DSelf(); } } }
/// <summary> /// 根据2/3D的状态 /// 设置f3DSpaceInputModule visibale /// Cursor.visible /// 投屏状态 /// </summary> void Set23DUIModel() { if (_is3D != is3D || flag) //默认第一次执行一次判断 { flag = false; _is3D = is3D; PenRayObj?.SetActive(is3D); Cursor.visible = !is3D; SetCameraAccordingTo23DState(is3D); } }
private void Awake() { instance = this; eventSystem = FindObjectOfType <EventSystem>(); standaloneInputModule = eventSystem.GetComponent <StandaloneInputModule>(); if (standaloneInputModule) { Destroy(standaloneInputModule); } f3DSpaceInputModule = eventSystem.GetComponent <GCSeriesInputModule>(); if (f3DSpaceInputModule == null) { f3DSpaceInputModule = eventSystem.gameObject.AddComponent <GCSeriesInputModule>(); } //默认先设置为2D模式 SetCameraAccordingTo23DState(false); PenRayObj?.SetActive(false); f3DSpaceInputModule.is3D = false; }