/// <summary> /// Sets the pointer mode /// The way we are handling this is to toggle whether each gameobject containing the pointer scripts is active. /// These gameobjects are under the ControllerScripts/RightController in the Unity editor /// </summary> public void setPointerMode(pointerModes newMode) { mode = newMode; switch (newMode) { case pointerModes.UI: { Debug.Log("Pointer mode: " + newMode); framePointer.gameObject.SetActive(false); nodePointer.gameObject.SetActive(false); UIPointer.gameObject.SetActive(true); break; } case pointerModes.draw: case pointerModes.selectNode: { Debug.Log("Pointer mode: " + newMode); framePointer.gameObject.SetActive(false); nodePointer.gameObject.SetActive(true); UIPointer.gameObject.SetActive(false); break; } case pointerModes.selectFrame: { Debug.Log("Pointer mode: select frame"); framePointer.gameObject.SetActive(true); nodePointer.gameObject.SetActive(false); UIPointer.gameObject.SetActive(false); break; } default: { break; } } }
/// <summary> /// Sets the pointer mode to frame select /// This is called when the Ui canvas is switched to the select tool /// </summary> public void setPointerModeToFrameSelect() { drawSelectState = pointerModes.selectFrame; setPointerMode(pointerModes.selectFrame); }
/// <summary> /// Sets the pointer mode to node /// This is called when the Ui canvas is switched to the draw tool /// </summary> public void setPointerModeToDraw() { drawSelectState = pointerModes.draw; setPointerMode(pointerModes.draw); }