using UnityEngine; using System.Collections; namespace CurvedUI { /// /// A simple script to make the pointer follow mouse movement and pass the control ray to canvsa /// public class CUI_GunMovement : MonoBehaviour { #pragma warning disable 0649 [SerializeField] CurvedUISettings mySettings; [SerializeField] Transform pivot; [SerializeField] float sensitivity = 0.1f; Vector3 lastMouse; #pragma warning restore 0649 // Use this for initialization void Start() { lastMouse = Input.mousePosition; } // Update is called once per frame void Update() { Vector3 mouseDelta = Input.mousePosition - lastMouse; lastMouse = Input.mousePosition; pivot.localEulerAngles += new Vector3(-mouseDelta.y, mouseDelta.x, 0) * sensitivity; //pass ray to canvas Ray myRay = new Ray(this.transform.position, this.transform.forward); CurvedUIInputModule.CustomControllerRay = myRay; CurvedUIInputModule.CustomControllerButtonState = Input.GetButton("Fire1"); } } }