// Update is called once per frame void Update() { timeSinceLastGather += Time.deltaTime; if (ShouldMove()) { RaycastHit hit; Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { model.GetComponent <AnimatorController> ().RotateModel(model, hit.transform.gameObject, 150); //rotate to face towards pointer if (objectsInMeleeRange.Contains(hit.transform.gameObject)) // if close enough to object, attempt to gather { if (timeSinceLastGather >= 0.5f) // this check allows to gather once every second { resourceController.Gather(model, hit, skillsController); timeSinceLastGather = 0; } } else // else walk to object { Walk(hit); } } } else { model.GetComponent <Animator> ().SetBool("walking", false); // else do nothing } if (Input.GetKeyUp(KeyCode.K)) { skillsHUD.SetActive(!skillsHUD.activeInHierarchy); } }
// Update is called once per frame void Update() { timeSinceLastGather += Time.deltaTime; if (ShouldMove()) { RaycastHit hit; Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { model.GetComponent <AnimatorController> ().RotateModel(model, hit.transform.gameObject, 150); //rotate to face towards pointer if (objectsInMeleeRange.Contains(hit.transform.gameObject)) // if close enough to object, attempt to gather { if (timeSinceLastGather >= 0.5f) // this check allows to gather once every second { resourceController.Gather(model, hit, skillsController); timeSinceLastGather = 0; } } else // else walk to object { Walk(hit); } } } else { model.GetComponent <Animator> ().SetBool("walking", false); // else do nothing } if (Input.GetKeyUp(KeyCode.K)) { skillsHUD.SetActive(!skillsHUD.activeInHierarchy); } underFootTile = Utils.GetTileFromTransformPosition(transform.position); if (target != null && underFootTile != null) { distanceToTarget = Utils.GetASharpDistance(underFootTile.transform.position, target.position); Vector3 targetPosition = target.transform.position; target = null; aSharpPath = Utils.GetASharpPath(targetPosition, transform.position, pathMaterial); } }