//----------------------------------------------------------------------------- //------------------------Mouse Button Commands-------------------------------------------- public void LeftButton_SingleClickDown(MouseEventArgs e) { switch (m_Mode) { case Mode.Normal: //We've left clicked, what have we left clicked on? int currentObjLayer = currentObject.layer; if (currentObjLayer == 8) { //Friendly Unit, is the unit selected? if (m_SelectedManager.IsObjectSelected(currentObject)) { //Is the unit deployable? if (currentObject.GetComponent <Unit>().IsDeployable()) { currentObject.GetComponent <Unit>().GiveOrder(Orders.CreateDeployOrder()); } } } break; case Mode.PlaceBuilding: //We've left clicked, if we're valid place the building if (m_PositionValid) { GameObject newObject = (GameObject)Instantiate(m_ItemBeingPlaced.Prefab, m_ObjectBeingPlaced.transform.position, m_ItemBeingPlaced.Prefab.transform.rotation); UnityEngineInternal.APIUpdaterRuntimeServices.AddComponent(newObject, "Assets/Scripts - In Game/UI/UIManager.cs (376,5)", m_ItemBeingPlaced.ObjectType.ToString()); newObject.layer = 12; newObject.tag = "Player"; BoxCollider tempCollider = newObject.GetComponent <BoxCollider>(); if (tempCollider == null) { tempCollider = newObject.AddComponent <BoxCollider>(); } tempCollider.center = m_ObjectBeingPlaced.GetComponent <BuildingBeingPlaced>().ColliderCenter; tempCollider.size = m_ObjectBeingPlaced.GetComponent <BuildingBeingPlaced>().ColliderSize; tempCollider.isTrigger = true; m_ItemBeingPlaced.FinishBuild(); m_CallBackFunction.Invoke(); m_Placed = true; SwitchToModeNormal(); } break; } }