/// <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; }
private void Deactivate(ReticuleType reticuleType) { switch (reticuleType) { case ReticuleType.Crosshair: m_CrossHairObject.SetActive(false); break; case ReticuleType.Hand: m_HandObject.SetActive(false); break; } }