//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ protected override ICursorSettings GetSettingsInner() { var sett = new CursorSettingsStandard(); sett.Renderer = typeof(UiCursorRenderer); sett.ColorNorm = ColorNormal; sett.ColorHigh = ColorHighlighted; sett.RadiusNorm = RadiusNormal; sett.RadiusHigh = RadiusHighlighted; sett.ThickNorm = ThicknessNormal; sett.ThickHigh = ThicknessHighlighted; sett.CursorForwardDistance = CursorForwardDistance; return sett; }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ public virtual void Build(ICursorState pCursorState, ICursorSettings pSettings) { vCursorState = pCursorState; vSettings = (CursorSettingsStandard)pSettings; vRingObj = new GameObject("Ring"); vRingObj.transform.SetParent(gameObject.transform, false); MeshRenderer meshRend = vRingObj.AddComponent<MeshRenderer>(); meshRend.sharedMaterial = Materials.GetCursorLayer(); vRingObj.AddComponent<MeshFilter>(); vRingMeshBuilder = new MeshBuilder(); vRingObj.GetComponent<MeshFilter>().sharedMesh = vRingMeshBuilder.Mesh; }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ protected override ICursorSettings GetSettingsInner() { var sett = new CursorSettingsStandard(); sett.Renderer = typeof(UiCursorRenderer); sett.ColorNorm = ColorNormal; sett.ColorHigh = ColorHighlighted; sett.RadiusNorm = RadiusNormal; sett.RadiusHigh = RadiusHighlighted; sett.ThickNorm = ThicknessNormal; sett.ThickHigh = ThicknessHighlighted; sett.CursorForwardDistance = CursorForwardDistance; return(sett); }