void Awake() { gc = FindObjectOfType <GlobalController>(); parentObject = FindObjectOfType <TotalObjects>(); pointer = FindObjectOfType <Pointer>(); if (!gc.GetIsLoading()) { SetID(pointer.GetHeldID()); } build = FindObjectOfType <BuildSettings>(); //remove limiters, keep trackers though if (objectType <= 5) { if (build.GetCurrentObjects(objectType) + objectValue <= build.GetMaxObjects(objectType)) //used to limit and track number of objects placed. Mainly used to limit player to 1 { build.IncrementObject(objectType, objectValue); } if (build.GetCurrentObjects(objectType) + objectValue > build.GetMaxObjects(objectType)) { Debug.Log(build.GetCurrentObjects(objectType)); Erase(); } } if (objectType >= 6) { if (build.GetCurrentObjects(objectType) <= build.GetMaxObjects(objectType)) //used to limit and track number of objects placed. Mainly used to limit player to 1 { build.IncrementObject(objectType, objectValue); } if (build.GetCurrentObjects(objectType) > build.GetMaxObjects(objectType)) { Debug.Log(build.GetCurrentObjects(objectType)); Erase(); } } defaultPosition = transform.position; //ensuring object is placed within bounds, can remove this if (defaultPosition.x < build.GetLevelSmallest().x || defaultPosition.y < build.GetLevelSmallest().y) { Erase(); } if (defaultPosition.x > build.GetLevelLimit().x || defaultPosition.y > build.GetLevelLimit().y) { Erase(); } }