private void showCursor(CURSOR_TYPE type) { switch (type) { case CURSOR_TYPE.CAMERA_MOVE: Cursor.SetCursor(_curCameraMove, Vector2.zero, CursorMode.Auto); break; case CURSOR_TYPE.FIND_PATH: Cursor.SetCursor(_curFindPath, Vector2.zero, CursorMode.Auto); break; case CURSOR_TYPE.CRAETE_ACTOR: Cursor.SetCursor(_curCreateActor, Vector2.zero, CursorMode.Auto); break; case CURSOR_TYPE.ATTACK: Cursor.SetCursor(_curAttack, Vector2.zero, CursorMode.Auto); break; case CURSOR_TYPE.NONE: Cursor.SetCursor(null, Vector2.zero, CursorMode.Auto); break; } }
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /// PUBLIC FUNCTIONS /// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /// <summary> /// called to change the cursor that is being used /// </summary> /// <param name="type">The type of cursor to change to</param> public void setCursor(CURSOR_TYPE type) { Texture2D _cursorTexture = null; Vector2 _cursorOffset = Vector2.zero; // Figure out what cursor to use switch (type) { case CURSOR_TYPE.Crosshairs: _cursorTexture = crosshairCursor; _cursorOffset = new Vector2(13f, 13f); break; case CURSOR_TYPE.Pointer: _cursorTexture = pointerCursor; _cursorOffset = new Vector2(12f, 3f); break; case CURSOR_TYPE.Default: _cursorTexture = defaultCursor; break; } // Set the cursor texture Cursor.SetCursor(_cursorTexture, _cursorOffset, CursorMode.Auto); }
/// <summary> /// Called on level load to set the renderer camera of the HUD /// </summary> /// <param name="level">The level number</param> void OnLevelWasLoaded(int level) { /* -- INIT VARIABLES -- */ _originalCursor = SceneSettings.Instance.startingCursor; /* -- INIT DISPLAY -- */ setCursor(_originalCursor); }
public void ShowCursor(CURSOR_TYPE type) { showCursor(type); _cursorStack.Push(type); }