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54 lines
1.5 KiB
C#
54 lines
1.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using D2D.Utilities;
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using DG.Tweening;
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using UnityEngine;
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using UnityEngine.UI;
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public class FingerCursor : MonoBehaviour
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{
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[SerializeField] private Image _hand;
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[SerializeField] private Vector3 _followOffset;
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[SerializeField] private bool _isAlwaysVisible;
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[Header("Animations")]
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[SerializeField] private float _scaleDuration;
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[SerializeField] private float _scaleTo;
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[SerializeField] private float _fadeDuration;
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[SerializeField] private float _fadeFrom;
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private Transform _handTransform;
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private Camera _mainCamera;
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private Vector3 _startScale;
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private void Start()
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{
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_mainCamera = this.Find<Camera>();
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_handTransform = _hand.transform;
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_startScale = transform.localScale;
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_hand.DOFade(0, 0f);
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}
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private void Update()
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{
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Vector3 mousePosition = Input.mousePosition;
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_handTransform.position = mousePosition + _followOffset;
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if (Input.GetMouseButtonDown(0))
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{
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//_handTransform.DOScale(Vector3.one * 1f, 0.5f);
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/*if (_isAlwaysVisible)
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_hand.DOFade(1,)*/
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_hand.DOFade(1, _fadeDuration);
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_hand.transform.DOScale(_scaleTo, _scaleDuration);
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}
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if (Input.GetMouseButtonUp(0))
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{
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_hand.DOFade(0, _fadeDuration);
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_hand.transform.DOScale(_startScale, _scaleDuration);
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}
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}
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}
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