mirror of
https://github.com/DerTyp7/fps-citybuild-unity.git
synced 2025-10-30 04:27:09 +01:00
130 lines
3.1 KiB
C#
130 lines
3.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class BuildingBlueprint : MonoBehaviour
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{
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public Material collisionMat;
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public Material blueprintMat;
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private GameObject terrain;
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private Canvas hud;
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private bool isColliding;
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Ray ray;
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private void Start()
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{
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hud = GameObject.Find("HUD").GetComponent<Canvas>(); //Get HUD Canvas
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terrain = GameObject.FindGameObjectWithTag("Terrain"); //Get Terrain
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hud.enabled = false; //Hide HUD
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}
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public void Update()
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{
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FollowMouse();
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Rotate();
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//COLLISION
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if (isColliding)
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{
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MeshRenderer[] mr = gameObject.GetComponent<Building>().FindChildByTag("Blueprint").GetComponentsInChildren<MeshRenderer>();
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foreach (MeshRenderer r in mr)
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{
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r.material = collisionMat;
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}
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}
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else
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{
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MeshRenderer[] mr = gameObject.GetComponent<Building>().FindChildByTag("Blueprint").GetComponentsInChildren<MeshRenderer>();
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foreach (MeshRenderer r in mr)
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{
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r.material = blueprintMat;
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}
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}
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//PLACE
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if (Input.GetMouseButtonDown(0) && !isColliding)
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{
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gameObject.GetComponent<Building>().EndBlueprint(true);
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hud.enabled = true;
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}
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if (Input.GetButtonDown("Build"))
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{
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gameObject.GetComponent<Building>().EndBlueprint(false);
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hud.enabled = true;
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}
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}
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void FollowMouse()
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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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transform.position = hitData.point;
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}
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}
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void Rotate()
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{
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if (Input.GetButtonDown("Rotate"))
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{
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Debug.Log("Rotate+");
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if (Input.GetKey(KeyCode.LeftShift))
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{
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transform.Rotate(0, 5, 0);
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}
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else if (Input.GetKey(KeyCode.LeftControl))
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{
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transform.Rotate(0, 45, 0);
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}
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else
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{
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transform.Rotate(0, 22.5f, 0);
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}
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}
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if (Input.GetButtonDown("CounterRotate"))
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{
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Debug.Log("Rotate-");
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if (Input.GetKey(KeyCode.LeftShift))
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{
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transform.Rotate(0, -5, 0);
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}
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else if (Input.GetKey(KeyCode.LeftControl))
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{
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transform.Rotate(0, -45, 0);
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}
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else
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{
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transform.Rotate(0, -22.5f, 0);
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}
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}
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}
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//Collision
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public void OnCollisionEnter(Collision c)
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{
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isColliding = true;
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Debug.Log("Colliding True");
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}
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public void OnCollisionStay(Collision c)
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{
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isColliding = true;
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Debug.Log("Colliding True");
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}
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public void OnCollisionExit(Collision c)
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{
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isColliding = false;
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Debug.Log("Colliding False");
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}
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}
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