//////////////////////////////////////////////////////////////////////////////// // // Copyright (C) 2007-2020 , Inc. All Rights Reserved. // //////////////////////////////////////////////////////////////////////////////// using UnityEngine; using GCSeries.Core.Input; namespace GCSeries.Core.Samples { public class ArrowPointerVisualization : ZPointerVisualization { //////////////////////////////////////////////////////////////////////// // Public Methods //////////////////////////////////////////////////////////////////////// public override void Process(ZPointer pointer, Vector3 worldScale) { base.Process(pointer, worldScale); this.transform.localPosition = Vector3.forward * pointer.HitInfo.distance; if (pointer.HitInfo.worldNormal != Vector3.zero) { this.transform.rotation = Quaternion.LookRotation( Vector3.zero - pointer.HitInfo.worldNormal, Vector3.up); } } } }