public static void SetCursor(Texture2D texture, Vector2 hotspot, CursorMode cursorMode) { INTERNAL_CALL_SetCursor(texture, ref hotspot, cursorMode); }
public void GoToRoom(GameObject destination) { // Set and activate the destination room roomTarget = destination; roomTarget.SetActive(true); player.transform.position = roomTarget.transform.position; RoomData targetRoomData = roomTarget.GetComponent <RoomData>(); if (targetRoomData.playerCanTurn) { player.GetComponent <PlayerMovement>().turnAngle = targetRoomData.allowedTurnAngle; triggerTurnLeft.SetActive(true); triggerTurnRight.SetActive(true); } else { player.GetComponent <PlayerMovement>().canTurn = false; triggerTurnLeft.SetActive(false); triggerTurnRight.SetActive(false); } // Deactivate the previous room the player was in and set the destination as the new current room if (roomCurrent != null) { roomCurrent.SetActive(false); roomCurrent = roomTarget; } roomTarget = null; // Return cursor to default image after clicking door Cursor.SetCursor(null, Vector2.zero, CursorMode.Auto); print("Entered " + roomCurrent.name); }