void Start() { cam = Camera.main; currentObject = objects[0]; ChangeCurrentBuilding(0); IsBuilding = false; }
private void Start() { currentObject = objects[0]; ChangeCurrentBuilding(0); //Cursor.visible = false; //Cursor.lockState = CursorLockMode.Locked; }
public void ChangeCurrentBuilding(int cur) { curObj = objects[cur]; if (curPrev != null) { Destroy(curPrev.gameObject); } GameObject _curprev = Instantiate(curObj.preview, curPos, Quaternion.Euler(curRot)) as GameObject; curPrev = _curprev.transform; }
public void ChangeCurrentBuilding(int cur) { currentObjects = objects[cur]; if (currentPreview != null) { Destroy(currentPreview.gameObject); } Transform curprev = ((GameObject)Instantiate(currentObjects.preview)).transform; currentPreview = curprev.transform; }
public void ChangeCurrentBuilding(int cur) { currentObject = objects[cur]; if (currentPreview != null) { Destroy(currentPreview.gameObject); } Debug.Log("Entrou ChangeCurrentBuilding"); GameObject curprev = Instantiate(currentObject.preview, currentPos, Quaternion.Euler(currentRotation)) as GameObject; currentPreview = curprev.transform; }
// Use this for initialization void Start() { currentObject = objects [0]; ChangeCurrentBuilding(); grid = NodeGrid.instance; }