void FixedUpdate() { if (_selection != null) { _selection = null; } var ray = Camera.main.ScreenPointToRay(Input.mousePosition); int layerMask = 1 << 11 | 1 << 12; int layerMask2 = 1 << 9; RaycastHit hit; if (Physics.Raycast(ray, out hit, Mathf.Infinity, layerMask)) { var selection = hit.transform; if (Input.GetMouseButtonDown(0) && selection.CompareTag("DX") && adventurerCanGoHere == true) { adventurerScript.MoveDX(); ui.MoveUsed(); } if (Input.GetMouseButtonDown(0) && selection.CompareTag("SX") && adventurerCanGoHere == true) { adventurerScript.MoveSX(); ui.MoveUsed(); } if (Input.GetMouseButtonDown(0) && selection.CompareTag("UP") && adventurerCanGoHere == true) { adventurerScript.MoveUP(); ui.MoveUsed(); } if (Input.GetMouseButtonDown(0) && selection.CompareTag("DOWN") && adventurerCanGoHere == true) { adventurerScript.MoveDown(); ui.MoveUsed(); } _selection = selection; Vector3 rayDirection = hit.point - player.position; RaycastHit collision; if (Physics.Raycast(player.position, rayDirection, out collision, Mathf.Infinity, layerMask2)) { lineRenderer.SetPosition(0, player.position); lineRenderer.SetPosition(1, collision.point); Debug.DrawLine(player.position, collision.point, Color.red); // Rotate the camera every frame so it keeps looking at the target lightOfPlayer.LookAt(collision.point); adventurerCanGoHere = false; if (collision.transform.CompareTag("Obelisk")) { obeliskManager.obeliskHighlighted = true; obeliskManager.selectedObelisk = collision.transform; } else { obeliskManager.obeliskHighlighted = false; mirrorManager.mirrorHitted = false; } } else { lineRenderer.SetPosition(0, player.position); lineRenderer.SetPosition(1, hit.point); Debug.DrawLine(player.position, hit.point, Color.green); // Rotate the camera every frame so it keeps looking at the target lightOfPlayer.LookAt(hit.point); adventurerCanGoHere = true; obeliskManager.obeliskHighlighted = false; mirrorManager.mirrorHitted = false; } } else { lineRenderer.SetPosition(0, nullPoint.position); lineRenderer.SetPosition(1, nullPoint.position); } }