mirror of
https://github.com/DerTyp7/fps-citybuild-unity.git
synced 2025-10-29 12:22:07 +01:00
Clean Up
This commit is contained in:
@@ -580,7 +580,7 @@ GameObject:
|
||||
- component: {fileID: 708126141}
|
||||
- component: {fileID: 708126140}
|
||||
m_Layer: 5
|
||||
m_Name: Canvas
|
||||
m_Name: HUD
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
@@ -1676,7 +1676,7 @@ PrefabInstance:
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 8390537188327133020, guid: 6a86db7765f277243b912c20f451dc47, type: 3}
|
||||
propertyPath: jumpForce
|
||||
value: 3.5
|
||||
value: 4
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 8390537188327133020, guid: 6a86db7765f277243b912c20f451dc47, type: 3}
|
||||
propertyPath: jumpHeight
|
||||
@@ -1710,6 +1710,10 @@ PrefabInstance:
|
||||
propertyPath: m_Name
|
||||
value: FirstPerson Player
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 8390537188327133021, guid: 6a86db7765f277243b912c20f451dc47, type: 3}
|
||||
propertyPath: m_TagString
|
||||
value: FPSPlayer
|
||||
objectReference: {fileID: 0}
|
||||
- target: {fileID: 8390537188327133022, guid: 6a86db7765f277243b912c20f451dc47, type: 3}
|
||||
propertyPath: m_RootOrder
|
||||
value: 1
|
||||
|
||||
@@ -5,7 +5,6 @@ using UnityEngine;
|
||||
public abstract class BuildingBlueprint : MonoBehaviour
|
||||
{
|
||||
public bool isColliding;
|
||||
public bool followMouse = true;
|
||||
public GameObject constructionPrefab;
|
||||
|
||||
private GameObject terrain;
|
||||
@@ -20,67 +19,31 @@ public abstract class BuildingBlueprint : MonoBehaviour
|
||||
|
||||
private void Start()
|
||||
{
|
||||
hud = GameObject.Find("HUD").GetComponent<Canvas>();
|
||||
hud = GameObject.Find("HUD").GetComponent<Canvas>(); //Get HUD Canvas
|
||||
terrain = GameObject.FindGameObjectWithTag("Terrain"); //Get Terrain
|
||||
|
||||
//Bug Fix Blueprints already existing
|
||||
//Delete/CleanUp all objs with tag "Blueprint"
|
||||
GameObject[] blueprints = GameObject.FindGameObjectsWithTag("Blueprint");
|
||||
|
||||
foreach (GameObject blueprint in blueprints)
|
||||
Destroy(blueprint);
|
||||
|
||||
|
||||
gameObject.tag = "Blueprint";
|
||||
gameObject.tag = "Blueprint"; //Give Gameobject the tag "Blueprint" (after deleting all objs with this tag)
|
||||
|
||||
terrain = GameObject.FindGameObjectWithTag("Terrain");
|
||||
|
||||
hud.enabled = false;
|
||||
hud.enabled = false; //Hide HUD
|
||||
|
||||
Init();
|
||||
Init(); //Call init callback function for children
|
||||
}
|
||||
|
||||
|
||||
//Collision
|
||||
public void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
isColliding = true;
|
||||
|
||||
Debug.Log("Colliding True");
|
||||
}
|
||||
public void OnCollisionStay(Collision collision)
|
||||
{
|
||||
isColliding = true;
|
||||
Debug.Log("Colliding True");
|
||||
}
|
||||
public void OnCollisionExit(Collision collision)
|
||||
{
|
||||
isColliding = false;
|
||||
Debug.Log("Colliding False");
|
||||
}
|
||||
|
||||
//Placing
|
||||
public void Update()
|
||||
{
|
||||
if (followMouse)
|
||||
{
|
||||
//Following Mouse
|
||||
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
RaycastHit hitData;
|
||||
if (terrain.GetComponent<Collider>().Raycast(ray, out hitData, Mathf.Infinity))
|
||||
{
|
||||
transform.position = hitData.point;
|
||||
}
|
||||
}
|
||||
|
||||
if (Input.GetMouseButtonDown(0) && !isColliding)
|
||||
{
|
||||
Instantiate(constructionPrefab, transform.position, transform.rotation);
|
||||
Destroy(this.gameObject);
|
||||
hud.enabled = true;
|
||||
}
|
||||
FollowMouse();
|
||||
Rotate();
|
||||
|
||||
//Collinding Callbacks
|
||||
if (isColliding)
|
||||
{
|
||||
{
|
||||
WhileColliding();
|
||||
}
|
||||
else
|
||||
@@ -88,15 +51,32 @@ public abstract class BuildingBlueprint : MonoBehaviour
|
||||
WhileNotColliding();
|
||||
}
|
||||
|
||||
//PLACE
|
||||
if (Input.GetMouseButtonDown(0) && !isColliding)
|
||||
{
|
||||
Place();
|
||||
}
|
||||
}
|
||||
|
||||
//Rotate
|
||||
void FollowMouse()
|
||||
{
|
||||
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
RaycastHit hitData;
|
||||
if (terrain.GetComponent<Collider>().Raycast(ray, out hitData, Mathf.Infinity))
|
||||
{
|
||||
transform.position = hitData.point;
|
||||
}
|
||||
}
|
||||
void Rotate()
|
||||
{
|
||||
if (Input.GetButtonDown("Rotate"))
|
||||
{
|
||||
Debug.Log("Rotate+");
|
||||
if (Input.GetKey(KeyCode.LeftShift))
|
||||
{
|
||||
transform.Rotate(0, 5, 0);
|
||||
}else if (Input.GetKey(KeyCode.LeftControl))
|
||||
}
|
||||
else if (Input.GetKey(KeyCode.LeftControl))
|
||||
{
|
||||
transform.Rotate(0, 45, 0);
|
||||
}
|
||||
@@ -104,7 +84,7 @@ public abstract class BuildingBlueprint : MonoBehaviour
|
||||
{
|
||||
transform.Rotate(0, 22.5f, 0);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
if (Input.GetButtonDown("CounterRotate"))
|
||||
@@ -113,7 +93,8 @@ public abstract class BuildingBlueprint : MonoBehaviour
|
||||
if (Input.GetKey(KeyCode.LeftShift))
|
||||
{
|
||||
transform.Rotate(0, -5, 0);
|
||||
}else if (Input.GetKey(KeyCode.LeftControl))
|
||||
}
|
||||
else if (Input.GetKey(KeyCode.LeftControl))
|
||||
{
|
||||
transform.Rotate(0, -45, 0);
|
||||
}
|
||||
@@ -123,8 +104,30 @@ public abstract class BuildingBlueprint : MonoBehaviour
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
void Place()
|
||||
{
|
||||
Instantiate(constructionPrefab, transform.position, transform.rotation);
|
||||
Destroy(this.gameObject);
|
||||
hud.enabled = true;
|
||||
}
|
||||
|
||||
|
||||
//Collision
|
||||
public void OnCollisionEnter(Collision c)
|
||||
{
|
||||
isColliding = true;
|
||||
|
||||
Debug.Log("Colliding True");
|
||||
}
|
||||
public void OnCollisionStay(Collision c)
|
||||
{
|
||||
isColliding = true;
|
||||
Debug.Log("Colliding True");
|
||||
}
|
||||
public void OnCollisionExit(Collision c)
|
||||
{
|
||||
isColliding = false;
|
||||
Debug.Log("Colliding False");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -362,7 +362,7 @@ InputManager:
|
||||
descriptiveName:
|
||||
descriptiveNegativeName:
|
||||
negativeButton:
|
||||
positiveButton: r
|
||||
positiveButton: x
|
||||
altNegativeButton:
|
||||
altPositiveButton:
|
||||
gravity: 1000
|
||||
@@ -378,7 +378,7 @@ InputManager:
|
||||
descriptiveName:
|
||||
descriptiveNegativeName:
|
||||
negativeButton:
|
||||
positiveButton: q
|
||||
positiveButton: y
|
||||
altNegativeButton:
|
||||
altPositiveButton:
|
||||
gravity: 1000
|
||||
|
||||
@@ -10,6 +10,7 @@ TagManager:
|
||||
- Terrain
|
||||
- Blueprint
|
||||
- StorageBuilding
|
||||
- FPSPlayer
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
||||
Reference in New Issue
Block a user