// Update is called once per frame void Update() { //Disable the time scale and set blocks when saving, loading or opening inventroy************************************************************** if (F1Trigger || F2Trigger || invTrigger) { Time.timeScale = 0; voxelChunk.CantSetBlocks(); } else if (!F1Trigger || !F2Trigger || !invTrigger) { Time.timeScale = 1; voxelChunk.CanSetBlocks(); } //Call open and close inventroy method when press "i" key************************************************************************************** if (Input.GetKeyDown("i")) { openAndCloseInv(); } // if(Input.GetKeyDown("i")&&invOpen==false) // { // // Canvas inv=canvasObject.GetComponent<Canvas>(); // inv.enabled=true; // invOpen=true; // // } //Destroy a block by clicking left mouse button and spawn that block as a collectable item by using delegate*********************************** if (Input.GetButtonDown("Fire1")) { check = true; Vector3 v; if (PickThisBlock(out v, 4)) { OnEventCheck(v, 0); //voxelChunk.SetBlock (v, 0); //SpawnCube(v,1); } } //create a block by clicking right mouse button based on the select block type***************************************************************** else if (Input.GetButtonDown("Fire2")) { check = false; Vector3 v; if (PickThisBlock(out v, 4)) { OnEventCheck(v, selectBlockType); //voxelChunk.SetBlock(v,1); } } // if(voxelChunk.playerPosTrigger==true) // { // float PosX =this.gameObject.transform.position.x; // float PosY =this.gameObject.transform.position.y; // float PosZ =this.gameObject.transform.position.z; // float RotX =this.gameObject.transform.eulerAngles.x; // float RotY =this.gameObject.transform.eulerAngles.y; // float RotZ =this.gameObject.transform.eulerAngles.z; // XMLVoxelFileWriter.SaveChunkToXMLFile(voxelChunk.terrainArray, PosX,PosY,PosZ,RotX,RotY,RotZ,voxelChunk.inputName); // voxelChunk.playerPosTrigger=false; // //Debug.Log("save test"); // } // if (Input.GetKeyDown (KeyCode.F2)) // { // if (System.IO.File.Exists("PlayerPos.xml")) // { // //Debug.Log("abc"); // this.gameObject.transform.position=XMLVoxelFileWriter.LoadPosFromXMLFile("PlayerPos"); // this.gameObject.transform.rotation=XMLVoxelFileWriter.LoadRotFromXMLFile("PlayerPos"); // } // // } // // if (Input.GetKeyDown ("r")) // { // keyDown = true; // PullInCubes(); // } /*else if (Input.GetKeyUp ("r")) * { * keyDown=false; * }*/ }