/// <summary> /// Based on the type of state info pass it through to the mesh renderer /// </summary> private void SetCursorState(MeshCursorDatum stateDatum) { // Return if we do not have an animator if (TargetRenderer != null) { var filter = TargetRenderer.gameObject.GetComponent <MeshFilter>(); if (filter != null && stateDatum.CursorMesh != null) { filter.mesh = stateDatum.CursorMesh; } TargetRenderer.transform.localPosition = stateDatum.LocalOffset; TargetRenderer.transform.localScale = stateDatum.LocalScale; } }
/// <summary> /// Based on the type of state info pass it through to the mesh renderer /// </summary> /// <param name="stateDatum"></param> private void SetCursorState(MeshCursorDatum stateDatum) { // Return if we do not have an animator if (TargetRenderer != null) { MeshFilter mf = TargetRenderer.gameObject.GetComponent<MeshFilter>(); if(mf != null && stateDatum.CursorMesh != null) { mf.mesh = stateDatum.CursorMesh; } TargetRenderer.transform.localPosition = stateDatum.LocalOffset; TargetRenderer.transform.localScale = stateDatum.LocalScale; } }