public void FindAndSetBuildingAreaByAxes(Vector2 aimAxes) { int tempCount = 0; Vector3 tempVector3 = MovementTransform.position + (GameplayUtils.GetDirectionByAxes(CacheGameplayCameraTransform, aimAxes.x, aimAxes.y) * ConstructingBuildingEntity.buildDistance); switch (CurrentGameInstance.DimensionType) { case DimensionType.Dimension3D: tempCount = PhysicUtils.SortedRaycastNonAlloc3D(tempVector3 + (Vector3.up * 50f), Vector3.down, raycasts, 100f, CurrentGameInstance.GetBuildLayerMask()); break; case DimensionType.Dimension2D: tempCount = PhysicUtils.SortedLinecastNonAlloc2D(tempVector3, tempVector3, raycasts2D, CurrentGameInstance.GetBuildLayerMask()); break; } LoopSetBuildingArea(tempCount); }
public void FindAndSetBuildingAreaByMousePosition() { int tempCount = 0; Vector3 tempVector3; switch (CurrentGameInstance.DimensionType) { case DimensionType.Dimension3D: tempCount = PhysicUtils.SortedRaycastNonAlloc3D(CacheGameplayCameraControls.CacheCamera.ScreenPointToRay(InputManager.MousePosition()), raycasts, 100f, CurrentGameInstance.GetBuildLayerMask()); break; case DimensionType.Dimension2D: tempVector3 = CacheGameplayCameraControls.CacheCamera.ScreenToWorldPoint(InputManager.MousePosition()); tempCount = PhysicUtils.SortedLinecastNonAlloc2D(tempVector3, tempVector3, raycasts2D, CurrentGameInstance.GetBuildLayerMask()); break; } LoopSetBuildingArea(tempCount); }