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