Exemple #1
0
    public void CheckCollision()
    {
        //For checking the player's future 'XYZ' positions
        float x = worldpos.x + (Collider.size.x * (int)Mathf.Sign(vecloicty.x));
        float y = worldpos.y + (Collider.size.y * (int)Mathf.Sign(vecloicty.y));
        float z = worldpos.z + (Collider.size.z * (int)Mathf.Sign(vecloicty.z));

        Vector3    futurepos   = new Vector3(x, y, z);
        Vector3Int futrgridpos = grid.GetObjectPositionToGrid(futurepos);
        Vector3Int worlgridpos = grid.GetObjectPositionToGrid(worldpos);

        if (futrgridpos.x >= 0 && futrgridpos.x < grid.worldsize.x - 1)
        {
            if (grid.blocks[futrgridpos.x, worlgridpos.y, worlgridpos.z] != null &&
                grid.blocks[futrgridpos.x, worlgridpos.y, worlgridpos.z].solid)
            {
                vecloicty.x = 0;
            }
        }
        else
        {
            vecloicty.x = 0;
        }

        if (futrgridpos.y >= 0 && futrgridpos.y < grid.worldsize.y - 1)
        {
            if (grid.blocks[worlgridpos.x, futrgridpos.y, worlgridpos.z] != null &&
                grid.blocks[worlgridpos.x, futrgridpos.y, worlgridpos.z].solid)
            {
                vecloicty.y = 0;
            }
        }
        else
        {
            vecloicty.y = 0;
        }

        if (grid.blocks[worlgridpos.x, worlgridpos.y, futrgridpos.z] != null &&
            grid.blocks[worlgridpos.x, worlgridpos.y, futrgridpos.z].solid)
        {
            worldpos.z  = (int)((worldpos.z / 10)) * 10; // This is so that the player lands perfectly on to the block.
            isgrounded  = true;
            vecloicty.z = 0;
        }
        else
        {
            isgrounded = false;
        }
    }
    public void UpdateMouseInput()
    {
        Vector3    mousepos    = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        Vector3Int mousepogrid = Grid.GetObjectPositionToGrid(mousepos);

        cursor.transform.position = new Vector3(mousepogrid.x * Grid.GetNodeLength, mousepogrid.y * Grid.GetNodeLength + z * Grid.GetNodeLength);

        if (Input.GetKeyDown(KeyCode.A) && Input.GetKeyDown(KeyCode.Space))
        {
            m_position += "\n" + "mpos: " + new Vector3Int(mousepogrid.x, mousepogrid.y, z) + " in area " + levels[currentLevNum].name;
        }

        if (Input.GetKeyDown(KeyCode.B) && Input.GetKeyDown(KeyCode.Space))
        {
            m_position = string.Empty;
        }

        if (Grid.GetObjectFromGrid(new Vector3(mousepogrid.x * Grid.GetNodeLength, mousepogrid.y * Grid.GetNodeLength, z * Grid.GetNodeLength)))
        {
            txt.text = "Space + A to memorise position \n" + "Space + B to delete position \n" +
                       "Position: " + new Vector3Int(mousepogrid.x, mousepogrid.y, z) + " Focusing on: " +
                       Grid.GetObjectFromGrid(new Vector3(mousepogrid.x * Grid.GetNodeLength, mousepogrid.y * Grid.GetNodeLength, z * Grid.GetNodeLength))
                       + " " + m_position;
        }
        else
        {
            txt.text = "Space + A to memorise position \n" + "Space + B to delete position \n" +
                       "Position: " + new Vector3Int(mousepogrid.x, mousepogrid.y, z)
                       + " " + m_position;
        }


        switch (TOOLKIT)
        {
        case TOOLKT.BRUSH:

            text.text = "Brush: " + currentblock.name;

            if (Input.GetMouseButton(0))
            {
                Grid.SpawnObject(currentblock.name, new Vector3(mousepos.x, mousepos.y, z * Grid.GetNodeLength));
            }

            if (Input.GetMouseButton(1))
            {
                Grid.DespawnObject(new Vector3(mousepos.x, mousepos.y, z * Grid.GetNodeLength));
            }
            break;
        }
    }