Files
fps-citybuild-unity/Assets/Scripts/Building/BuildingBlueprint.cs
2021-10-04 14:32:31 +02:00

130 lines
3.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BuildingBlueprint : MonoBehaviour
{
public Material collisionMat;
public Material blueprintMat;
private GameObject terrain;
private Canvas hud;
private bool isColliding;
Ray ray;
private void Start()
{
hud = GameObject.Find("HUD").GetComponent<Canvas>(); //Get HUD Canvas
terrain = GameObject.FindGameObjectWithTag("Terrain"); //Get Terrain
hud.enabled = false; //Hide HUD
}
public void Update()
{
FollowMouse();
Rotate();
//COLLISION
if (isColliding)
{
MeshRenderer[] mr = gameObject.GetComponent<Building>().FindChildByTag("Blueprint").GetComponentsInChildren<MeshRenderer>();
foreach (MeshRenderer r in mr)
{
r.material = collisionMat;
}
}
else
{
MeshRenderer[] mr = gameObject.GetComponent<Building>().FindChildByTag("Blueprint").GetComponentsInChildren<MeshRenderer>();
foreach (MeshRenderer r in mr)
{
r.material = blueprintMat;
}
}
//PLACE
if (Input.GetMouseButtonDown(0) && !isColliding)
{
gameObject.GetComponent<Building>().EndBlueprint(true);
hud.enabled = true;
}
if (Input.GetButtonDown("Build"))
{
gameObject.GetComponent<Building>().EndBlueprint(false);
hud.enabled = true;
}
}
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))
{
transform.Rotate(0, 45, 0);
}
else
{
transform.Rotate(0, 22.5f, 0);
}
}
if (Input.GetButtonDown("CounterRotate"))
{
Debug.Log("Rotate-");
if (Input.GetKey(KeyCode.LeftShift))
{
transform.Rotate(0, -5, 0);
}
else if (Input.GetKey(KeyCode.LeftControl))
{
transform.Rotate(0, -45, 0);
}
else
{
transform.Rotate(0, -22.5f, 0);
}
}
}
//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");
}
}