/// <summary>
    ///
    /// </summary>
    /// <param name="contextObj">
    /// Optionally, a GameObject to watch for the deletion of.
    /// When the object becomes null, The reticule will be automatically hidden.
    /// </param>
    public void ShowReticule(ReticuleType type, GameObject contextObj = null)
    {
        m_ShownReticuleWithContext = contextObj != null;
        m_ReticuleContext          = contextObj;

        Reticule.CurrentReticule = type;
    }
Exemplo n.º 2
0
    private void Deactivate(ReticuleType reticuleType)
    {
        switch (reticuleType)
        {
        case ReticuleType.Crosshair:
            m_CrossHairObject.SetActive(false);
            break;

        case ReticuleType.Hand:
            m_HandObject.SetActive(false);
            break;
        }
    }