// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved. using UnityEngine; namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.GUI)] [Tooltip("Controls the appearance of Mouse Cursor.")] public class SetMouseCursor : FsmStateAction { public FsmTexture cursorTexture; public FsmBool hideCursor; public FsmBool lockCursor; public override void Reset() { cursorTexture = null; hideCursor = false; lockCursor = false; } public override void OnEnter() { PlayMakerGUI.LockCursor = lockCursor.Value; PlayMakerGUI.HideCursor = hideCursor.Value; PlayMakerGUI.MouseCursor = cursorTexture.Value; Finish(); } /* public override void OnUpdate() { // not sure if there is a performance impact to setting these ever frame, // so only do it if it's changed. if (Screen.lockCursor != lockCursor.Value) Screen.lockCursor = lockCursor.Value; if (Screen.showCursor == hideCursor.Value) Screen.showCursor = !hideCursor.Value; } public override void OnGUI() { // draw custom cursor if (cursorTexture != null) { var mousePos = Input.mousePosition; var pos = new Rect(mousePos.x - cursorTexture.width * 0.5f, Screen.height - mousePos.y - cursorTexture.height * 0.5f, cursorTexture.width, cursorTexture.height); GUI.DrawTexture(pos, cursorTexture); } }*/ } }