void Update() { if (Input.GetMouseButtonDown(1)) //Right click { RaycastHit hit; Ray ray = screenCamera.ScreenPointToRay(Input.mousePosition); int layerMask = 1 << 9; if (Physics.Raycast(ray, out hit, Mathf.Infinity, layerMask)) //only hit the ground layer { if (waypointScript != null) { if (waypointScript.waypoint != null && waypointScript.waypoint.layer != 11) { Destroy(waypointScript.waypoint); //if theres already a waypoint, destroy it } destination = Instantiate(prefab, hit.point, Quaternion.identity); //set a new waypoint currentGroup.destinationWaypoint = destination; currentGroup.Selected(); } } } if (Input.GetMouseButtonDown(0)) //Left click { RaycastHit hit; Ray ray = screenCamera.ScreenPointToRay(Input.mousePosition); int layerMask = 1 << 10; //only hit characters if (Physics.Raycast(ray, out hit, Mathf.Infinity, layerMask, QueryTriggerInteraction.Ignore)) { if (first) //if the first group sleceted in the game { first = false; currentGroup = hit.transform.parent.gameObject.GetComponent <SelectedGroup>(); currentGroup.Selected(); } else { if (waypointScript.waypoint != null) //if not, deselect the previous group { waypointScript.waypoint.GetComponent <Renderer>().material = waypointUnselected; } if (currentGroup != null) { currentGroup.UnSelected(); } currentGroup = hit.transform.parent.gameObject.GetComponent <SelectedGroup>(); currentGroup.Selected(); } waypointScript = hit.transform.parent.gameObject.GetComponent <MoveToWaypoint>(); if (waypointScript.waypoint != null) { waypointScript.waypoint.GetComponent <Renderer>().material = waypointSelected; } } } }
void Awake() { line = GetComponent <LineRenderer>(); waypointScript = GetComponent <MoveToWaypoint>(); satScript = GetComponent <Satisfaction>(); exitMapScript = GetComponent <ExitMap>(); destination = placestoGo[Random.Range(0, 4)]; //sets the tourist destination on spawn selected = false; uiText = GameObject.FindGameObjectWithTag("Destination").GetComponent <Text>(); }
void Start() { spawnScript = GameObject.FindGameObjectWithTag("Manager").GetComponent <Spawn>(); waypointScript = GetComponent <MoveToWaypoint>(); }
void Start() { immunity = false; walk = GetComponent <MoveToWaypoint>(); }