// Use this for initialization void Start() { axisController = AxisController.Instance; errEngine = ErrorEngine.Instance; thisCollider = gameObject.GetComponent <Collider>(); if (gameObject.name == "xAxis") { currentAxis = CurrentAxis.xAxis; } else if (gameObject.name == "yAxis") { currentAxis = CurrentAxis.yAxis; } else if (gameObject.name == "zAxis") { currentAxis = CurrentAxis.zAxis; } }
private void Update() { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (!IsLMB && !IsRMB) { if (Physics.Raycast(ray, out hit)) { if (hit.transform.gameObject.tag == "Setas") { IsVectorMoving = true; currentAxis = hit.transform.gameObject.GetComponent <AxisControl>().ChangeTo; } else { IsVectorMoving = false; currentAxis = CurrentAxis.none; } } } if (PlayerState == State.SelectConstruct) { Preview.SetActive(false); } else { Preview.SetActive(!LevelEditorPlayerMovement.IsAlt && !IsVectorMoving); } if (PlayerState != State.SelectConstruct) { if (Physics.Raycast(ray, out hit)) { gridlock = new Vector3(Mathf.Round(hit.point.x), Mathf.Round(hit.point.y), Mathf.Round(hit.point.z)); if (hit.transform.gameObject.tag != "LEditor" && hit.transform.gameObject.tag != "GhostEditor") { Preview.transform.position = gridlock; } } if (!IsEditing) { if (LevelEditorPlayerMovement.IsAlt) { return; } } Buttons(); Action(); } else { switch (PlayerState) { case State.GroundConstruct: break; case State.WallsConstruct: break; case State.Illumination: break; case State.Painting: break; case State.ColdZone: break; case State.HotZone: break; } } }