public void Clear()
    {
        if (spawnedObject != null)
        {
            // Destroy existing object
            Destroy(spawnedObject);

            ObjectPlaced?.Invoke(null);
        }
    }
Exemple #2
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    public void Place(BoardObject obj, Vector2Int position)
    {
        if (objects.ContainsKey(position))
        {
            Debug.LogError($"Position {position} already contains object.");
            return;
        }
        if (objects.ContainsValue(obj))
        {
            objects.Remove(GetPosition(obj));
        }
        objects[position] = obj;

        ObjectPlaced?.Invoke(obj, position);
    }
    void Update()
    {
        if (Input.touchCount == 0)
        {
            return;
        }

        Touch touch = Input.GetTouch(0);

        if (IsTouchOverUIObject(touch))
        {
            return;
        }

        if (touch.phase == TouchPhase.Began)
        {
            if (m_RaycastManager.Raycast(touch.position, m_Hits, TrackableType.PlaneWithinPolygon))
            {
                Pose hitPose = m_Hits[0].pose;

                if (spawnedObject != null)
                {
                    // Destroy existing object
                    Destroy(spawnedObject);
                }

                spawnedObject = Instantiate(placedPrefab, hitPose.position, hitPose.rotation);

                // content face the user
                Vector3 lookVector = Camera.main.transform.position - spawnedObject.transform.position;
                spawnedObject.transform.rotation = Quaternion.LookRotation(lookVector, Vector3.up);
                spawnedObject.transform.rotation = new Quaternion(0, spawnedObject.transform.rotation.y, 0, spawnedObject.transform.rotation.w) * Quaternion.Euler(0, 180, 0);

                ObjectPlacementHandler objectPlacementHandler = spawnedObject.GetComponent <ObjectPlacementHandler>();

                objectPlacementHandler.SetObject(hitPose.position);
                m_UIPanelRoot.SetActive(true);

                ObjectPlaced?.Invoke(objectPlacementHandler);
            }
        }
    }