void OnGUI() { CursorController.DrawReticule(); /* * // If not paused, removes crosshair on pause * if (Time.timeScale != 0) { * float screenWidth = (Screen.width / 2) - ((cursor.width * cursorScale) / 2); * float screenHeight = (Screen.height / 2) - ((cursor.height * cursorScale) / 2); * float realX = Event.current.mousePosition.x; * float realY = Event.current.mousePosition.y; * * * //float hypotenuse = (float)Math.Sqrt(Math.Pow(Math.Abs((Screen.width / 2) - realX), 2) + Math.Pow((Screen.height / 2) - realY, 2)); * //if (hypotenuse > mousePosSensitivity) { * // float angle = Mathf.Atan2(Math.Abs((Screen.height / 2) - realY), Math.Abs((Screen.width / 2) - realX)); * // realX = (Screen.width / 2) + ((Mathf.Cos(angle) * mousePosSensitivity) * (realX > Screen.width / 2 ? 1 : -1)); * // realY = (Screen.height / 2) + ((Mathf.Sin(angle) * mousePosSensitivity) * (realY > Screen.height / 2 ? 1 : -1)); * //} * * float xPos = realX - ((cursor.width * cursorScale) / 2); * float yPos = realY - ((cursor.height * cursorScale) / 2); * * if (cursor != null) * GUI.DrawTexture(new Rect(xPos, yPos, cursor.width * cursorScale, cursor.height * cursorScale), cursor); * else * Debug.Log("No crosshair texture found"); * } */ }