public void FindAndSetBuildingAreaByAxes(Vector2 aimAxes) { int tempCount = 0; Vector3 tempVector3 = MovementTransform.position + (GameplayUtils.GetDirectionByAxes(CacheGameplayCameraTransform, aimAxes.x, aimAxes.y) * ConstructingBuildingEntity.buildDistance); switch (CurrentGameInstance.DimensionType) { case DimensionType.Dimension3D: tempCount = PhysicUtils.SortedRaycastNonAlloc3D(tempVector3 + (Vector3.up * 50f), Vector3.down, raycasts, 100f, CurrentGameInstance.GetBuildLayerMask()); break; case DimensionType.Dimension2D: tempCount = PhysicUtils.SortedLinecastNonAlloc2D(tempVector3, tempVector3, raycasts2D, CurrentGameInstance.GetBuildLayerMask()); break; } LoopSetBuildingArea(tempCount); }
public void FindAndSetBuildingAreaByMousePosition() { int tempCount = 0; Vector3 tempVector3; switch (CurrentGameInstance.DimensionType) { case DimensionType.Dimension3D: tempCount = PhysicUtils.SortedRaycastNonAlloc3D(CacheGameplayCameraControls.CacheCamera.ScreenPointToRay(InputManager.MousePosition()), raycasts, 100f, CurrentGameInstance.GetBuildLayerMask()); break; case DimensionType.Dimension2D: tempVector3 = CacheGameplayCameraControls.CacheCamera.ScreenToWorldPoint(InputManager.MousePosition()); tempCount = PhysicUtils.SortedLinecastNonAlloc2D(tempVector3, tempVector3, raycasts2D, CurrentGameInstance.GetBuildLayerMask()); break; } LoopSetBuildingArea(tempCount); }
/// <summary> /// Return true if found building area /// </summary> /// <param name="count"></param> /// <returns></returns> protected bool LoopSetBuildingArea(int count) { ConstructingBuildingEntity.BuildingArea = null; ConstructingBuildingEntity.HitSurface = false; BuildingEntity buildingEntity; BuildingArea buildingArea; Transform tempTransform; Bounds tempColliderBounds; Vector3 tempVector3; for (int tempCounter = 0; tempCounter < count; ++tempCounter) { tempTransform = physicFunctions.GetRaycastTransform(tempCounter); if (ConstructingBuildingEntity.CacheTransform.root == tempTransform.root) { // Hit collider which is part of constructing building entity, skip it continue; } tempVector3 = physicFunctions.GetRaycastPoint(tempCounter); tempVector3 = GetBuildingPlacePosition(tempVector3); tempColliderBounds = physicFunctions.GetRaycastColliderBounds(tempCounter); if (CurrentGameInstance.DimensionType == DimensionType.Dimension3D) { // Find ground position from upper position bool hitAimmingObject = false; Vector3 raycastOrigin = new Vector3(tempVector3.x, tempColliderBounds.center.y + tempColliderBounds.extents.y + 0.01f, tempVector3.z); RaycastHit[] groundHits = Physics.RaycastAll(raycastOrigin, Vector3.down, tempColliderBounds.size.y + 0.01f, CurrentGameInstance.GetBuildLayerMask()); for (int j = 0; j < groundHits.Length; ++j) { if (groundHits[j].transform == tempTransform) { tempVector3 = groundHits[j].point; ConstructingBuildingEntity.Position = tempVector3; hitAimmingObject = true; break; } } if (!hitAimmingObject) { continue; } } buildingEntity = tempTransform.root.GetComponent <BuildingEntity>(); buildingArea = tempTransform.GetComponent <BuildingArea>(); if ((buildingArea == null || !ConstructingBuildingEntity.BuildingTypes.Contains(buildingArea.buildingType)) && buildingEntity == null) { // Hit surface which is not building area or building entity ConstructingBuildingEntity.BuildingArea = null; ConstructingBuildingEntity.HitSurface = true; break; } if (buildingArea == null || !ConstructingBuildingEntity.BuildingTypes.Contains(buildingArea.buildingType)) { // Skip because this area is not allowed to build the building that you are going to build continue; } ConstructingBuildingEntity.BuildingArea = buildingArea; ConstructingBuildingEntity.HitSurface = true; return(true); } return(false); }
public void FindAndSetBuildingAreaByMousePosition() { LoopSetBuildingArea(physicFunctions.RaycastPickObjects(CacheGameplayCamera, InputManager.MousePosition(), CurrentGameInstance.GetBuildLayerMask(), Vector3.Distance(CacheGameplayCameraTransform.position, MovementTransform.position) + ConstructingBuildingEntity.BuildDistance, out _)); }
public void FindAndSetBuildingAreaByAxes(Vector2 aimAxes) { Vector3 raycastPosition = CacheTransform.position + (GameplayUtils.GetDirectionByAxes(CacheGameplayCameraTransform, aimAxes.x, aimAxes.y) * ConstructingBuildingEntity.BuildDistance); LoopSetBuildingArea(physicFunctions.RaycastDown(raycastPosition, CurrentGameInstance.GetBuildLayerMask())); }
public void TabTargetFindAndSetBuildingAreaByMousePosition() { LoopSetBuildingArea(physicFunctions.RaycastPickObjects(CacheGameplayCamera, InputManager.MousePosition(), CurrentGameInstance.GetBuildLayerMask(), 100f, out _)); }
public int TabTargetFindClickObjects(out Vector3 worldPosition2D) { return(physicFunctions.RaycastPickObjects(CacheGameplayCamera, InputManager.MousePosition(), CurrentGameInstance.GetTargetLayerMask(), 100f, out worldPosition2D)); }