// For the General Cursor we want to simply override these states public override void OnStateChange(CursorState state) { CursorStateData csd = CursorStates [(int)state]; spriteR.sprite = csd.CursorSprite; spriteR.color = csd.CursorColor; base.OnStateChange(state); }
private void SetCursorWithName(string name) { var currentStateCursor = new ObjectCursorDatum(); foreach (var cursor in CursorStateData) { if (cursor.Name == name) { currentStateCursor = cursor; break; } } if (currentStateCursor.Name == null) { currentStateCursor = CursorStateData.FirstOrDefault(); if (default(ObjectCursorDatum).Equals(currentStateCursor)) { return; } } // De-activate all of base class cursor states. foreach (var cursor in CursorStateData) { if (cursor.CursorObject && cursor.CursorObject.activeSelf) { cursor.CursorObject.SetActive(false); break; } } // Activate newer cursor. currentStateCursor.CursorObject.SetActive(true); }
// For the General Cursor we want to simply override these states public override void OnStateChange(CursorState state) { CursorStateData csd = CursorStates [(int)state]; lightC.color = csd.CursorColor; }
// For the General Cursor we want to simply override these states public override void OnStateChange(CursorState state) { CursorStateData csd = CursorStates [(int)state]; meshF.mesh = csd.CursorMesh; }