private void Update() { Vector2 mousePos = MouseHelper.GetMouseCoords(Input.mousePosition); if (!GameStateManager.CanMoveTurrets) { return; } if (Input.GetMouseButtonDown(0) && MouseHelper.ClickedInArea(mousePos, transform.position, Radius)) { _isDragging = true; SetDisabled(false); } if (Input.GetMouseButtonUp(0) && MouseHelper.ClickedInArea(mousePos, transform.position, Radius)) { _isDragging = false; SetDisabled(true); } if (_isDragging) { transform.position = mousePos; } }
// Update is called once per frame void Update() { if (GameStateManager.CanMoveTurrets) { _rotateLeftButton.gameObject.SetActive(true); _rotateRightButton.gameObject.SetActive(true); if (Input.GetMouseButtonDown(0)) { Vector2 mousePos = MouseHelper.GetMouseCoords(Input.mousePosition); if (MouseHelper.ClickedInArea(mousePos, _rotateLeftButton.position, 0.5f)) { Debug.Log($"mouse clicked rotate left"); transform.Rotate(new Vector3(0, 0, 45)); } if (MouseHelper.ClickedInArea(mousePos, _rotateRightButton.position, 0.5f)) { Debug.Log($"mouse clicked rotate right"); transform.Rotate(new Vector3(0, 0, -45)); } } return; } else { _rotateLeftButton.gameObject.SetActive(false); _rotateRightButton.gameObject.SetActive(false); } if (GameStateManager.IsPlaying) { _reloadTimer -= Time.deltaTime; if (_reloadTimer <= 0) { Bullet bullet = Instantiate(BulletPrefab, transform.position, transform.rotation); bullet.ForwardPoint = _forwardPoint; bullet.Damage = Mathf.CeilToInt(bullet.Damage * _bulletMultiplier); // instantiate bullet and fire in direction facing _reloadTimer = ReloadTimerStart; } } }