// Update is called once per frame void Update() { Vector3 mousePos = Input.mousePosition; //float x=mousePos.x/Screen.width; //float y=mousePos.y/Screen.height; //Vector3 pos=new Vector3(x, y, 100); //cursorT.position=pos; if (UIRect.IsCursorOnUI(mousePos)) { //cursor.texture=pointer; currentTexture = pointer; } else { Ray ray = Camera.main.ScreenPointToRay(mousePos); RaycastHit hit; if (Physics.Raycast(ray, out hit, Mathf.Infinity)) { if (hit.collider.gameObject.layer == LayerManager.LayerCreep()) { if (GameControl.selectedTower != null) { //cursor.texture=hostile; currentTexture = hostile; } } else if (hit.collider.gameObject.layer == LayerManager.LayerCreepF()) { if (GameControl.selectedTower != null) { //cursor.texture=hostile; currentTexture = hostile; } } else if (hit.collider.gameObject.layer == LayerManager.LayerTower()) { //cursor.texture=friendly; currentTexture = friendly; } else { //cursor.texture=pointer; currentTexture = pointer; } } } }