private void PlaceOnClic() { if (Input.GetMouseButtonUp(0)) { //TODO : dragging stuff - make it better for (int i = 0; i < draggedBC.Count; i++) { if (draggedBC[i].gameObject.activeSelf && ConstraintController.CanPlace(draggedBC[i])) { string name = currentBC.template.name + "_" + (nbObjectsPlaced++); TemplateController.PlaceObject(draggedBC[i], name, BC_State.Blueprint); } else { Destroy(draggedBC[i].gameObject); } } Destroy(currentBC.gameObject); draggingGroup = null; draggedBC.Clear(); UIController.Instance.SetForwardOffset(ForwardOffsetBeforeDragging); // reset ForwardOffset to what it was before dragging - less annoying /* * This works for 1 clic : * * if (ConstraintController.CanPlace(currentPlaceableObject)) * { * string name = currentBC.template.name + "_" + (nbObjectsPlaced++) ; * TemplateController.PlaceObject(ref currentPlaceableObject , name , BC_State.Blueprint) ; * } * else * { * //Debug.Log("Destroyed currentPlaceableObject "+ currentPlaceableObject .GetInstanceID()+ " as I couldn't place it"); * Destroy(currentPlaceableObject); * } */ } }