// Update is called once per frame void Update() { if (currentCam == 0 && Input.GetButtonDown("Fire1")) { Ray ray = camList[currentCam].GetComponent <Camera>().ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { if (hit.collider.name == "Terrain") { //pather.ResetPath(new Vector2(hit.point.x, hit.point.z)); } else if (hit.collider.name.StartsWith("Bound") || hit.collider.name.StartsWith("Water")) { //clicked on ocean } else { //clicked on object } } } if (Input.GetKey(KeyCode.W)) { camList[currentCam].transform.Translate(new Vector3(0, moveSpeed, 0)); } if (Input.GetKey(KeyCode.A)) { camList[currentCam].transform.Translate(new Vector3(-moveSpeed, 0, 0)); } if (Input.GetKey(KeyCode.S)) { camList[currentCam].transform.Translate(new Vector3(0, -moveSpeed, 0)); } if (Input.GetKey(KeyCode.D)) { camList[currentCam].transform.Translate(new Vector3(moveSpeed, 0, 0)); } if (Input.GetKey(KeyCode.Q)) { camList[currentCam].GetComponent <Camera>().fieldOfView -= zoomSpeed; } if (Input.GetKey(KeyCode.E)) { camList[currentCam].GetComponent <Camera>().fieldOfView += zoomSpeed; } if (camList[currentCam].GetComponent <Camera>().fieldOfView < 5) { camList[currentCam].GetComponent <Camera>().fieldOfView = 5; } if (camList[currentCam].GetComponent <Camera>().fieldOfView > 30) { camList[currentCam].GetComponent <Camera>().fieldOfView = 30; } if (Input.GetKeyDown(KeyCode.Space)) { influenceMap.gameObject.SetActive(true); influenceMap.GenerateGrid(); } if (Input.GetKeyDown(KeyCode.Tab)) { influenceMap.gameObject.SetActive(!influenceMap.gameObject.activeSelf); } moveSpeed = camList [currentCam].GetComponent <Camera> ().fieldOfView / 60; //change camera view on pressing enter if (Input.GetKeyDown(KeyCode.D)) { /*for(int i = 0; i < pMan.transform.childCount; i++) * { * pMan.transform.GetChild(i).GetChild(0).gameObject.SetActive(!pMan.transform.GetChild(i).GetChild(0).gameObject.activeSelf); * }*/ /*for (int i = 0; i < fMan.forwardTargets.Length; i++) * { * fMan.forwardTargets[i].GetComponent<MeshRenderer>().enabled = !fMan.forwardTargets[i].GetComponent<MeshRenderer>().enabled; * }*/ } //change camera view on pressing enter /*if (Input.GetKeyDown(KeyCode.Return)) * { * currentCam++;//increment cam index * * //reset to the beginning if on last camera * if(currentCam >= camList.Count) * { * currentCam = 0; * } * * //set all other cameras inactive * for(int i = 0; i < camList.Count; i++) * { * camList[i].SetActive(false); * } * * camList[currentCam].SetActive(true); * * }*/ }