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Commit 0461e070 authored by Stefan Richter's avatar Stefan Richter
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Bugfix: MouseCursor not visible in Unity Editor

parent 03e7c0aa
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Pipeline #5985 passed
...@@ -81,6 +81,7 @@ public enum OperationSystem ...@@ -81,6 +81,7 @@ public enum OperationSystem
WindowsStoreApps = 3, WindowsStoreApps = 3,
} }
public static bool CursorVisDefault = true; //Script. public static bool CursorVisDefault = true; //Script.
public static bool CursorVisLastUsedIngame = true; //Script.
public static bool GadgetCanBeUsed = false; public static bool GadgetCanBeUsed = false;
......
...@@ -246,10 +246,12 @@ void CheckIf() ...@@ -246,10 +246,12 @@ void CheckIf()
if (!UICanvas.enabled) if (!UICanvas.enabled)
{ {
updateMouseCursor.setMouse(); updateMouseCursor.setMouse();
CommunicationEvents.CursorVisLastUsedIngame = true;
} }
else else
{ {
updateMouseCursor.setMouse_Off(); updateMouseCursor.setMouse_Off();
CommunicationEvents.CursorVisLastUsedIngame = false;
} }
SetCamControl123(UICanvas.enabled); SetCamControl123(UICanvas.enabled);
...@@ -320,6 +322,7 @@ void CheckIf() ...@@ -320,6 +322,7 @@ void CheckIf()
void CheckUI_Vis() void CheckUI_Vis()
{ {
GadgetCanBeUsed = true; GadgetCanBeUsed = true;
setMouse_ingame();
} }
......
...@@ -468,7 +468,7 @@ void CheckUI_Vis() ...@@ -468,7 +468,7 @@ void CheckUI_Vis()
else else
{ {
//Cursor.visible = true; //Cursor.visible = true;
updateMouseCursor.setMouse(); updateMouseCursor.setMouse_Off();
SetCursorRenderer123(true); SetCursorRenderer123(true);
//SetCamControl123(false); //SetCamControl123(false);
SetCamControl123(true); SetCamControl123(true);
......
...@@ -102,8 +102,9 @@ private void setPauseToken() ...@@ -102,8 +102,9 @@ private void setPauseToken()
} }
else else
{ {
//Cursor.visible = false; Cursor.visible = false;
} }
//updateMouseCursor.setMouse();
UIconfig.GamePaused = true; UIconfig.GamePaused = true;
PauseGame(); PauseGame();
...@@ -119,7 +120,11 @@ private void PauseGame() ...@@ -119,7 +120,11 @@ private void PauseGame()
} }
private void ResumeGame() private void ResumeGame()
{ {
Time.timeScale = UIconfig.Game_TimeScale; Time.timeScale = UIconfig.Game_TimeScale;
if (!CommunicationEvents.CursorVisLastUsedIngame) { Cursor.visible = false; }
if (ResetLevel) if (ResetLevel)
{ {
//Restart resClass = new Restart(); //Restart resClass = new Restart();
......
...@@ -5,6 +5,24 @@ ...@@ -5,6 +5,24 @@
public static class updateMouseCursor public static class updateMouseCursor
{ {
private static int setMouseCursorAlreadyDone = 0;
public static void setMouse_ingame()
{
if (CommunicationEvents.CursorVisLastUsedIngame)
{
setMouse();
}
else
{
setMouse_Off();
}
}
...@@ -28,13 +46,22 @@ public static void setMouse() ...@@ -28,13 +46,22 @@ public static void setMouse()
} }
else else
{ {
DefineCursorBefore();
Cursor.visible = true; Cursor.visible = true;
CommunicationEvents.CursorVisDefault = true; CommunicationEvents.CursorVisDefault = true;
} }
}
private static void DefineCursorBefore()
{
if (setMouseCursorAlreadyDone < 10) { if (DefineCursor()) { setMouseCursorAlreadyDone++; } }
}
private static bool DefineCursor()
{
//Android crashes in level scene; //Android crashes in level scene;
if (CommunicationEvents.Opsys != CommunicationEvents.OperationSystem.Android) if (CommunicationEvents.Opsys != CommunicationEvents.OperationSystem.Android)
{ {
...@@ -63,8 +90,11 @@ public static void setMouse() ...@@ -63,8 +90,11 @@ public static void setMouse()
Cursor.SetCursor(bestCursTextur, Vector2.zero, CursorMode.ForceSoftware); Cursor.SetCursor(bestCursTextur, Vector2.zero, CursorMode.ForceSoftware);
//print("bestCursTexturSize " + bestCursTexturSize + " " + CursorTexture_List_01.Count); //print("bestCursTexturSize " + bestCursTexturSize + " " + CursorTexture_List_01.Count);
return true;
} }
return false;
} }
} }
\ No newline at end of file
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