// OnGUICrosshair public void OnGUICrosshair() { if ((DisplayCrosshair == true) && (CollisionWithGeometry == false)) { FadeVal += Time.deltaTime / FadeTime; } else { FadeVal -= Time.deltaTime / FadeTime; } FadeVal = Mathf.Clamp(FadeVal, 0.0f, 1.0f); // Check to see if crosshair influences mouse rotation if (PlayerController != null) { PlayerController.SetAllowMouseRotation(false); } if ((ImageCrosshair != null) && (FadeVal != 0.0f)) { // Assume cursor is on-screen (unless it goes into the dead-zone) // Other systems will check this to see if it is false for example // allowing rotation to take place if (PlayerController != null) { PlayerController.SetAllowMouseRotation(true); } GUI.color = new Color(1, 1, 1, FadeVal * FadeScale); // Calculate X XL += Input.GetAxis("Mouse X") * ScaleSpeedX; if (XL < DeadZoneX) { if (PlayerController != null) { PlayerController.SetAllowMouseRotation(false); } XL = DeadZoneX - 0.001f; } else if (XL > (Screen.width - DeadZoneX)) { if (PlayerController != null) { PlayerController.SetAllowMouseRotation(false); } XL = ScreenWidth - DeadZoneX + 0.001f; } // Calculate Y YL -= Input.GetAxis("Mouse Y") * ScaleSpeedY; if (YL < DeadZoneY) { //CursorOnScreen = false; if (YL < 0.0f) { YL = 0.0f; } } else if (YL > ScreenHeight - DeadZoneY) { //CursorOnScreen = false; if (YL > ScreenHeight) { YL = ScreenHeight; } } // Finally draw cursor bool allowMouseRotation = true; if (PlayerController != null) { PlayerController.GetAllowMouseRotation(ref allowMouseRotation); } if (allowMouseRotation == true) { // Left GUI.DrawTexture(new Rect(XL - (ImageCrosshair.width * 0.5f), YL - (ImageCrosshair.height * 0.5f), ImageCrosshair.width, ImageCrosshair.height), ImageCrosshair); } GUI.color = Color.white; } }