// Use this for initialization void OnEnable() { m_CameraTransform = this.transform; m_Parent = this.transform.parent; m_TargetPos = transform.position; m_Cam = GetComponent <Camera>(); m_Moving = false; m_Debug = false; m_ObjectSelect = false; m_Object = null; m_ModuleMenu = null; }
void Update() { m_ScreenPoint = m_Cam.WorldToScreenPoint(Input.mousePosition); m_Offset = m_ScreenPoint - m_Cam.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, hit.distance)); //Moving objects if (Input.GetMouseButtonDown(0)) { if (Physics.Raycast(m_Cam.ScreenPointToRay(Input.mousePosition), out hit)) { if (!(hit.transform.gameObject.GetComponent <Module.BasicModuleInfo>() && hit.transform.gameObject.GetComponent <Menu.ModuleMenu>())) { //if the cursor is not over a module then it has clicked empty space return; } else if (hit.transform.gameObject.GetComponent <Module.BasicModuleInfo>() && hit.transform.gameObject.GetComponent <Menu.ModuleMenu>()) { m_ObjectSelect = true; m_Object = hit.transform.gameObject; m_ModuleMenu = hit.transform.gameObject.GetComponent <Menu.ModuleMenu>(); } /* Vector3 m_math = hit.transform.position - hit.point;//Vector3.Lerp(hit.transform.position, hit.point, 1f); * float m_mathf = Mathf.Sqrt((m_math.x * m_math.x) + (m_math.y * m_math.y) + (m_math.z * m_math.z)); * m_distance = hit.distance + (m_mathf);//(hit.transform.localScale.z / 2); * //print(m_mathf);*/ } else { m_ObjectSelect = false; m_Object = null; m_ModuleMenu = null; } if (enabled) { if (m_Object != null) { print(m_Object.name); } } } if (m_ModuleMenu == null) { m_MenuScroll = false; } else if (m_ModuleMenu != null) { m_MenuScroll = m_ModuleMenu.GetMouseOver(); if (m_MenuScroll) { m_ModuleMenu.SetShowMenu(true); } } //when input getmousebuttonup is released then remove the movable script; if (Input.GetMouseButtonDown(1)) { //right click was pressed, set panning to be true, hide the cursor and lock it to the centre of the screen m_Panning = true; Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; } if (Input.GetMouseButtonUp(1)) { //right click was released, panning becomes false, show the cursor and unlock it. m_Panning = false; Cursor.visible = true; Cursor.lockState = CursorLockMode.None; } }