void RefreshCrosshair() { if (m_crosshair) { if (isGrabbed) { m_crosshair.SetState(GrabbableCrosshair.CrosshairState.Disabled); } else if (!InRange) { m_crosshair.SetState(GrabbableCrosshair.CrosshairState.Disabled); } else { m_crosshair.SetState(Targeted ? GrabbableCrosshair.CrosshairState.Targeted : GrabbableCrosshair.CrosshairState.Enabled); } } if (m_renderer != null && m_materialColorField != null) { m_renderer.GetPropertyBlock(m_mpb); if (isGrabbed || !InRange) { m_mpb.SetColor(m_materialColorField, Color.white); } else if (Targeted) { m_mpb.SetColor(m_materialColorField, m_crosshairManager.OutlineColorHighlighted); } else { m_mpb.SetColor(m_materialColorField, m_crosshairManager.OutlineColorInRange); } m_renderer.SetPropertyBlock(m_mpb); } }
void RefreshCrosshair() { if (m_crosshair) { if (isGrabbed) { m_crosshair.SetState(GrabbableCrosshair.CrosshairState.Disabled); } else if (!InRange) { m_crosshair.SetState(GrabbableCrosshair.CrosshairState.Disabled); } else { m_crosshair.SetState(Targeted ? GrabbableCrosshair.CrosshairState.Targeted : GrabbableCrosshair.CrosshairState.Enabled); } } if (m_materialColorField != null) { m_renderer.GetPropertyBlock(m_mpb); if (isGrabbed || !InRange) { m_mpb.SetColor(m_materialColorField, Color.clear); // teo 31/01/2019 } else if (Targeted) { // teo funziona solo con il proprio shader, quello del sole non va bene: deve essere unlit! // considerare altre possibilità m_mpb.SetColor(m_materialColorField, Color.green); } else { m_mpb.SetColor(m_materialColorField, Color.clear); // m_crosshairManager.OutlineColorInRange); // teo 31/01/2019 } m_renderer.SetPropertyBlock(m_mpb); } }