public void EnableCrosshairs(CrosshairType type)
        {
            string overlaypath = pluginInstallDir + "\\Images";

            switch (type)
            {
            case CrosshairType.Grid:
                m_root.ExecuteCommand("VO * Overlay Add " + "\"" + overlaypath +
                                      "\\crosshairs-grid.ppm" + "\"" + " XOrigin Center YOrigin Center Scale 0.5" + " WindowId " + strWinID);
                break;

            case CrosshairType.Square:
                m_root.ExecuteCommand("VO * Overlay Add " + "\"" + overlaypath +
                                      "\\crosshairs-square.ppm" + "\"" + " XOrigin Center YOrigin Center Scale 0.5" + " WindowId " + strWinID);
                break;

            case CrosshairType.Circular:
                m_root.ExecuteCommand("VO * Overlay Add " + "\"" + overlaypath +
                                      "\\crosshairs-circular.ppm" + "\"" + " XOrigin Center YOrigin Center Scale 0.5" + " WindowId " + strWinID);
                break;

            default:
                break;
            }
        }
Esempio n. 2
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        public CrosshairOption()
        {
            IsVisible = true;

            LineWidth = 1;

            Color = Color.FromArgb(255, 0, 54, 255);

            Size = 10;
            Type = CrosshairType.Circle;
        }
        private void SetCrosshair(CrosshairType type)
        {
            switch (type)
            {
            case CrosshairType.Default:
                _crosshairImage.sprite = _defaultCrosshairSprite;
                break;

            case CrosshairType.ObjectPickup:
                _crosshairImage.sprite = _objectPickupCrosshairSprite;
                break;

            case CrosshairType.ObjectRotate:
                _crosshairImage.sprite = _objectRotateCrosshairSprite;
                break;
            }
        }
Esempio n. 4
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 /// <summary>
 ///   If item is a weapon, then draw weapon crosshair icon.
 /// </summary>
 private void DrawCrosshairIcon()
 {
     EditorGUILayout.BeginHorizontal();
     EditorGUILayout.LabelField("Crosshair type", GUILayout.Width(160));
     if ((_item.CrosshairType != null) && (_item.CrosshairType.Sprite != null))
     {
         GUILayout.Box(_item.CrosshairType.Sprite.texture, GUILayout.Width((64)), GUILayout.Height(64));
     }
     else
     {
         EditorGUILayout.HelpBox("No crosshair type selected", MessageType.Warning);
     }
     using (SerializedProperty prop = serializedObject.FindProperty("_crosshairType"))
     {
         CrosshairType crosshairSprite = EditorGUILayout.ObjectField(_item.CrosshairType, typeof(CrosshairType), false) as CrosshairType;
         prop.objectReferenceValue = crosshairSprite;
         serializedObject.ApplyModifiedProperties();
     }
     EditorGUILayout.EndHorizontal();
 }
        public void EnableCrosshairs(CrosshairType type)
        {
            switch (type)
            {
            case CrosshairType.Grid:
                _root.ExecuteCommand("VO * Overlay Add " + "\"" + _pluginInstallDir +
                                     "\\crosshairs-grid.ppm" + "\"" + " XOrigin Center YOrigin Center Scale 0.5" + " WindowId " + _windowId);
                break;

            case CrosshairType.Square:
                _root.ExecuteCommand("VO * Overlay Add " + "\"" + _pluginInstallDir +
                                     "\\crosshairs-square.ppm" + "\"" + " XOrigin Center YOrigin Center Scale 0.5" + " WindowId " + _windowId);
                break;

            case CrosshairType.Circular:
                _root.ExecuteCommand("VO * Overlay Add " + "\"" + _pluginInstallDir +
                                     "\\crosshairs-circular.ppm" + "\"" + " XOrigin Center YOrigin Center Scale 0.5" + " WindowId " + _windowId);
                break;

            default:
                break;
            }
        }