mirror of
https://github.com/DerTyp7/fps-citybuild-unity.git
synced 2025-11-01 13:42:29 +01:00
Bug Fixes
This commit is contained in:
@@ -1,141 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Building : MonoBehaviour
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{
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[Header("Main-Info")]
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[SerializeField] string Title = "Building";
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[SerializeField] string Description = "This is a building!";
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[SerializeField] int Level = 1;
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[SerializeField] int Health = 100;
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[Header("Build-Ressources")]
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[SerializeField] int Wood = 0;
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[SerializeField] int Stone = 0;
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[SerializeField] int Clay = 0;
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[SerializeField] int Straw = 0;
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[Header("Building")]
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private Material oldMaterial;
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private Color originalColor;
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private bool isPlacingBuilding = false;
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public int isColliding;
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private new Renderer renderer;
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// Start is called before the first frame update
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void Start() {
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BuildingStart();
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}
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// Update is called once per frame
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void Update() {
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BuildingUpdate();
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}
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public void BuildingStart()
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{
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renderer = GetComponent<Renderer>();
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originalColor = renderer.material.color;
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}
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public void BuildingUpdate()
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{
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if (!isPlacingBuilding)
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{
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renderer.material = oldMaterial;
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isColliding = 0;
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}
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if (isColliding > 0)
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{
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changeMaterialToTransparent(renderer.material);
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renderer.material.color = new Color(1, 0, 0, 0.3f);
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}
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else
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{
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if (isPlacingBuilding)
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{
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changeMaterialToTransparent(renderer.material);
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renderer.material.color = new Color(0, 0, 1, 0.3f);
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}
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else
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{
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GetComponent<Renderer>().material.color = originalColor;
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}
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}
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}
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public void setTitle(string newTitle) { // Sets Title for building
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Title = newTitle;
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}
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public string getTitle() { // Returns Title of building
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return Title;
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}
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public void setDescription(string newDescription) { // Sets Description for building
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Description = newDescription;
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}
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public string getDescription() { // Returns Description of building
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return Description;
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}
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public void setHealth(int newHealth) { // Sets Health for building
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Health = newHealth;
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}
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public int getHealth() { // Returns Health of building
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return Health;
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}
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public void setLevel(int newLevel) {
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Level = newLevel;
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}
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public int getLevel() {
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return Level;
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}
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public bool delete() {
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// if delete successfully return true else return false
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return true;
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}
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public void isPlacing(bool isCurrentlyPlacing)
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{
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if (isCurrentlyPlacing)
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{
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isPlacingBuilding = true;
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return;
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}
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changeMaterialToOpaque(renderer.material);
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renderer.material.color = new Color(1, 1, 1, 1);
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isPlacingBuilding = false;
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}
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void OnCollisionEnter(Collision col)
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{
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isColliding += 1;
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}
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void OnCollisionExit(Collision col)
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{
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isColliding -= 1;
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}
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void changeMaterialToOpaque(Material material)
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{
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material.SetOverrideTag("RenderType", "");
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material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
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material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
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material.SetInt("_ZWrite", 1);
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material.DisableKeyword("_ALPHATEST_ON");
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material.DisableKeyword("_ALPHABLEND_ON");
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material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
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material.renderQueue = -1;
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}
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void changeMaterialToTransparent(Material material)
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{
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material.SetOverrideTag("RenderType", "Transparent");
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material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
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material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
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material.SetInt("_ZWrite", 0);
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material.DisableKeyword("_ALPHATEST_ON");
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material.EnableKeyword("_ALPHABLEND_ON");
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material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
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material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 663feed4d05ec994fb1deb18b1767962
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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fileFormatVersion: 2
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guid: 663feed4d05ec994fb1deb18b1767962
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guid: 5c2ebc4f7d4eb064b814863e80d9bab0
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MonoImporter:
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MonoImporter:
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externalObjects: {}
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externalObjects: {}
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serializedVersion: 2
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serializedVersion: 2
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@@ -1,66 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class BuildingPlacement : MonoBehaviour
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{
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TerrainCollider terrainCollider;
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public GameObject terrain;
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Ray ray;
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public float rotation = 0;
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[SerializeField] public GameObject building;
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[SerializeField] bool isPlacing = false;
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private Building currentBuilding;
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void Start()
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{
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currentBuilding = building.GetComponent<Building>();
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}
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void Update()
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{
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if (Input.GetButtonDown("Build")) { // Wenn man den Button 'B'
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if (isPlacing) { // Wenn man 'B' zum zweiten mal dr<64>ckt
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isPlacing = false;
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currentBuilding.isColliding = 0;
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currentBuilding.isPlacing(false);
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building.SetActive(false); // Blueprint wird deaktiviert
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}
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else { // Wenn man zum ersten mal 'B' dr<64>ckt
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building.SetActive(true); // Blueprint wird aktiviert
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isPlacing = true;
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}
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}
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if (building.transform != null && isPlacing) {
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currentBuilding.isPlacing(true);
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getRaycastMousePosition();
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rotateObject();
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if (Input.GetMouseButtonDown(0) && currentBuilding.isColliding == 0) { // Wenn es nicht Collidiert und man Links Klickt
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isPlacing = false;
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currentBuilding.isPlacing(false);
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Instantiate(building, building.transform.position, building.transform.rotation); // Placed das Gebäude
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building.SetActive(false); // Blueprint wird deaktiviert
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}
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}
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}
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void getRaycastMousePosition() // Position of Mouse in World-Space
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{
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ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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RaycastHit hitData;
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if (terrain.GetComponent<Collider>().Raycast(ray, out hitData, Mathf.Infinity))
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{
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building.transform.position = hitData.point;
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}
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}
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void rotateObject()
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{
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if (Input.GetButtonDown("CounterRotate")) { // If Player presses button 'Left ALT' + 'R'
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building.transform.Rotate(0, -10, 0); // Rotates the building counter clockwise
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}
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else if (Input.GetButtonDown("Rotate")) { // If Player presses button 'R'
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building.transform.Rotate(0, 10, 0); // Rotates the building clockwise
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}
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: dcb2e348649dbce439cf77846fd11cd6
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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