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CrowdControl/Assets/Scripts/MaximScripts/FingerCursor.cs

54 lines
1.5 KiB
C#

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