// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
using System;
using UnityEngine;
namespace Microsoft.MixedReality.Toolkit.Input
{
///
/// The object cursor can switch between different game objects based on its state.
/// It simply links the game object to set to active with its associated cursor state.
///
[AddComponentMenu("Scripts/MRTK/SDK/ObjectCursor")]
public class ObjectCursor : BaseCursor
{
[Serializable]
public struct ObjectCursorDatum
{
public string Name;
public CursorStateEnum CursorState;
public GameObject CursorObject;
}
[SerializeField]
public ObjectCursorDatum[] CursorStateData;
///
/// Sprite renderer to change. If null find one in children
///
public Transform ParentTransform;
///
/// On enable look for a sprite renderer on children
///
protected override void OnEnable()
{
if (ParentTransform == null)
{
ParentTransform = transform;
}
base.OnEnable();
}
///
/// Override OnCursorState change to set the correct animation
/// state for the cursor
///
public override void OnCursorStateChange(CursorStateEnum state)
{
base.OnCursorStateChange(state);
if (state != CursorStateEnum.Contextual)
{
// Hide all children first
for (int i = 0; i < ParentTransform.childCount; i++)
{
ParentTransform.GetChild(i).gameObject.SetActive(false);
}
// Set active any that match the current state
for (int i = 0; i < CursorStateData.Length; i++)
{
if (CursorStateData[i].CursorState == state)
{
CursorStateData[i].CursorObject.SetActive(true);
}
}
}
}
}
}