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https://github.com/DerTyp7/fps-citybuild-unity.git
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67 lines
2.3 KiB
C#
67 lines
2.3 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 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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