///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// private void ManageMouseCursor(RaycastHit?priorityHit) { m_CurrentActivehit = priorityHit.Value; CameraRayCastLayerEnum foundPriorityLayer = (CameraRayCastLayerEnum)m_CurrentActivehit.transform.gameObject.layer; if (foundPriorityLayer != m_CurrentSeenLayerEnum) { m_CurrentSeenLayerEnum = foundPriorityLayer; SetMouseCursor(foundPriorityLayer); } }
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// private void SetMouseCursor(CameraRayCastLayerEnum layerCursorToApply) { switch (layerCursorToApply) { case CameraRayCastLayerEnum.CameraRayCastLayerEnum_Enemy: Cursor.SetCursor(m_EnemyCursor, m_CursorTargetPoint, CursorMode.Auto); break; case CameraRayCastLayerEnum.CameraRayCastLayerEnum_Walkable: Cursor.SetCursor(m_WalkCursor, m_CursorTargetPoint, CursorMode.Auto); break; case CameraRayCastLayerEnum.CameraRayCastLayerEnum_Unknown: Cursor.SetCursor(m_UnknownCursor, m_CursorTargetPoint, CursorMode.Auto); break; default: break; } }