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Unity crosshair
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class MouseCrosshair : MonoBehaviour { | |
protected int cursorState = 0; // index of states[] to draw on screen | |
protected int cursorSizeX = 16; | |
protected int cursorSizeY = 16; | |
Rect cursorInfo; | |
public Texture2D[] states; | |
bool draw = true; | |
void Awake(){ | |
//default loading | |
if(states.Length <= 0){ | |
List<Texture2D> ts = new List<Texture2D>(); | |
Texture2D t; | |
t = (Texture2D)Resources.Load("Textures/GUI/cursor_normal"); | |
if(t != null) ts.Add(t); | |
t = (Texture2D)Resources.Load("Textures/GUI/cursor_action"); | |
if(t != null) ts.Add(t); | |
states = ts.ToArray(); | |
} | |
if(states.Length > 0){ | |
cursorSizeX = states[0].width; | |
cursorSizeY = states[0].height; | |
} | |
cursorInfo = new Rect(0f,0f,cursorSizeX,cursorSizeY); | |
} | |
void Start(){ | |
cursorState = 0; | |
event_resizeScreen(); | |
} | |
public void toggle(bool flag){ | |
draw = flag; | |
} | |
/* to call when screen switch size */ | |
public void event_resizeScreen(){ | |
int w = (Mathf.CeilToInt (Camera.main.pixelWidth * 0.5f) - Mathf.CeilToInt(cursorSizeX * 0.5f)); | |
int h = (Mathf.CeilToInt (Camera.main.pixelHeight * 0.5f) - Mathf.CeilToInt(cursorSizeY * 0.5f)); | |
cursorInfo.x = w; | |
cursorInfo.y = h; | |
//Debug.Log (cursorInfo); | |
} | |
/* draw crosshair on screen */ | |
void OnGUI(){ | |
if(!draw) return; | |
if(states.Length <= 0) return; | |
GUI.DrawTexture(cursorInfo,states[cursorState]); | |
} | |
} |
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