private void BuildCoreLoop() { if (_builderRecharging) { return; } int cost = _buildConfig.GetCost(_currentBuildType); bool canBuy = _inventorySystem.CanBuy(Storeable.Type.Coin, cost); //Set our hologram position Ray ray = _gameplayCam.camera.ScreenPointToRay(Input.mousePosition); //IF WE ARE ON THE GAMEBOARD if (Physics.RaycastNonAlloc(ray, _hitResults, 100, _gameBoard.GetLayer()) > 0) { Vector3 hitPoint = _hitResults[0].point; seaLevelPos.x = hitPoint.x; seaLevelPos.z = hitPoint.z; GridPosition gridPos = GetHoloGramPosition(hitPoint); float yOffset = _buildConfig.GetOffset(_currentBuildType); _buildHologram.SetPosition(gridPos, yOffset); Debug.DrawRay(hitPoint, Vector3.up, Color.blue); bool colliding = false; if (_collisionDetectionEnabled) { Collider[] overlap = Physics.OverlapBox(_buildHologram.GetPosition(), (_buildHologram.GetScale() / 2.1f), Quaternion.identity, _buildConfig._collisionLayerMask); colliding = overlap.Length > 0; //if(colliding) //{ // Debug.Log(overlap[0].transform.name); //} } _buildHologram.UpdateHologram(!colliding && canBuy, _buildConfig.hologramData); //TRY TO BUILD if (canBuy && !colliding && Input.GetKey(KeyCode.Mouse1)) { //BUILD! BuildConfig.BuildableBlueprint blueprint = _buildConfig.GetBuildableBlueprint(_currentBuildType); Buildable building = _buildingGenerator.GetPooledObject(blueprint.GetKey()) as Buildable; building.Build(_buildHologram.GetPosition(), blueprint.buildTime, blueprint.fallHeight, blueprint.buildEaseType, blueprint); _builderRecharging = true; BuyBuildable(cost); } } }