void OnSceneGUI() { if (Event.current.type == EventType.MouseDown) { MapController targetMap = (MapController)target; Vector3 mousePosition = Event.current.mousePosition; Ray ray = HandleUtility.GUIPointToWorldRay(mousePosition); RaycastHit hit = new RaycastHit(); if (Physics.Raycast(ray, out hit)) { targetMap.ChangeTile(hit.transform.root.gameObject); } } }
private void FixedUpdate() { transform.position = transform.position + new Vector3(speed, 0, 0); if (transform.position.x > mapController.MapWidth) { Destroy(gameObject); } Ray ray = new Ray(transform.position + new Vector3(0, 5, 0), Vector3.down); if (Physics.Raycast(ray, out RaycastHit hit, 20)) { mapController.curstate = MapController.editstate.oceans; mapController.ChangeTile(hit.transform.gameObject); } //mapController.tiles[(int)transform.position.x, (int)transform.position.z].(Resources)myTile.; < ------ Replace with function which adds resources to tiles below cloud. }