//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ public void Awake() { const string prefix = "Hovercursor"; DefaultVisualSettings = UnityUtil.FindComponentOrCreate <HovercursorVisualSettings, HovercursorVisualSettingsStandard>(DefaultVisualSettings, gameObject, prefix); Input = UnityUtil.FindComponentOrFail(Input, prefix); CenterCamera = UnityUtil.FindComponentOrFail(CenterCamera, prefix); vState = new HovercursorState(Input, DefaultVisualSettings, CenterCamera.gameObject.transform); vPrevActiveCursorTypes = new List <CursorType>(); vCursorMap = new Dictionary <CursorType, UiCursor>(EnumIntKeyComparer.CursorType); vHideCursorTypes = new List <CursorType>(); vShowCursorTypes = new List <CursorType>(); }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ public void Awake() { const string prefix = "Hovercursor"; DefaultVisualSettings = UnityUtil.FindComponentOrCreate <HovercursorVisualSettings, HovercursorVisualSettingsStandard>(DefaultVisualSettings, gameObject, prefix); Input = UnityUtil.FindComponentOrFail(Input, prefix); if (CameraTransform == null) { CameraTransform = gameObject.transform; } vState = new HovercursorState(gameObject.transform, Input, DefaultVisualSettings, CameraTransform); vPrevActiveCursorTypes = new CursorType[0]; vCursorMap = new Dictionary <CursorType, UiCursor>(); }