Cursors: Krea-Grafiken in voller Auflösung, Blank-Cursor beim Malen, normalisierte Hotspots
- Cursor_Normal/Paint/Pipette: generierte Grafiken jetzt in Vollauflösung (766-829 px, Max Size im Importer steuert Anzeigegröße), Paint-Ring-Inneres freigestellt - Neuer Cursor_Blank (transparent): wird während eines Strokes auf dem Mesh gesetzt statt Cursor.visible zu togglen (fixt Flicker-Kampf mit dem Orbit-Input) - CursorController: Hotspots normalisiert (0-1, unabhängig von Import Max Size); Zustandskette Pipette > (Stroke ? Blank : Paint) > Normal; off-mesh während Stroke -> Normal - MeshPainter: StrokeInProgress-Flag (Maustaste auf Paint-Pfad gehalten) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -424,6 +424,8 @@ public partial class MeshPainter : MonoBehaviour
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// --- preview overlay ---
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/// <summary>True while the brush preview decal is actually drawn this frame (hover hits the paintable surface).</summary>
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public bool BrushPreviewVisible { get; private set; }
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/// <summary>True while the paint button is held on the paint path (stroke running). The cursor hides entirely.</summary>
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public bool StrokeInProgress { get; private set; }
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public Shader previewShader; // optional; else Shader.Find("Hidden/MeshPaintPreview")
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private Material _previewMat;
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private Mesh _previewQuad; // unit quad in the tangent plane (flat decal mode)
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@@ -855,14 +857,20 @@ public partial class MeshPainter : MonoBehaviour
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ResolveActiveMask();
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if (!TryGetMouse(out bool pressed, out Vector2 screenPos))
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{
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StrokeInProgress = false;
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return;
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}
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// Don't paint through the in-game UI (a HUD click must not also stamp the mesh behind it).
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if (pressed && InputUtil.PointerOverUi())
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pressed = false;
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// Brush preview at the hover point - independent of painting AND of the pipette, so the
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// footprint stays visible before pressing, while the pipette holds, and during wheel resize.
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// While the button is held on the paint path the hardware cursor is hidden entirely
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// (CursorController); the preview decal itself stays visible during the stroke.
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StrokeInProgress = pressed && !pipette;
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// Brush preview at the hover point.
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if (previewMode != BrushPreviewMode.Off && _previewMat && paintCamera)
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UpdatePreview(screenPos);
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