void OnTriggerStay(Collider coll) { sphere.SetActive(true); var towerbase = parentMenu.currentBlock.GetComponent <TowerBaseBlock> (); if (cancelButton == false) { towerGhost.transform.position = parentMenu.currentBlock.transform.position + towerbase.towerOffset; towerGhost.SetActive(true); } if (coll.GetComponentInParent <VRTK_ControllerEvents>().triggerPressed == true && clickable == true) { clickable = false; timeStamp = Time.time; sphere.SetActive(false); parentMenu.Relocate(); towerbase.inMenu = false; if (cancelButton == true) { //do nothing } else if (towerbase.hasTower == false) { currentMoney = money.moneyMaster; towerGhost.SetActive(false); if (currentMoney >= towerCost) { if (PlayerCheck()) { if (freebuild == false) { towerbase.hasTower = true; money.TowerBuildCost(towerCost); GameObject tower = (GameObject)Instantiate(towerPrefab); tower.transform.position = parentMenu.currentBlock.transform.position + towerbase.towerOffset; towerbase.ownedTower = tower; money.towersBuilt++; } else { StartCoroutine(FreebuildTowerCheck(towerbase)); } } } else { } } } }
void OnTriggerStay(Collider coll) { //check if vive or oculus controller if (coll.name == "Head" || coll.name == "Ring") { //if block is clickable and controller trigger is pressed if (coll.GetComponentInParent <VRTK_ControllerEvents> ().triggerPressed == true && clickable == true) { //activate the click delay clickable = false; clickTimeStamp = Time.time; //set both menus currentblock to inmenu=false to clear any other block that is active tem.currentBlock.GetComponent <TowerBaseBlock> ().inMenu = false; tbm.currentBlock.GetComponent <TowerBaseBlock> ().inMenu = false; //and then set this block to inmenu inMenu = true; //check if block does not have a tower if (!ownedTower) { //refresh hastower=false in case one was sold/destroyed hasTower = false; //move other menu offscreen tem.Relocate(); //new menu position for this menu based on offset towerButtonsMenu.transform.position = new Vector3( gameObject.transform.position.x + menuOffset.x, gameObject.transform.position.y + menuOffset.y, gameObject.transform.position.z + menuOffset.z); //enable menu after repositioning it tbm.MenuEnabled(gameObject); //if block has a tower } else if (ownedTower) { //move other menu offscreen tbm.Relocate(); //new menu position for this menu based on offset towerEditMenu.transform.position = new Vector3( gameObject.transform.position.x + menuOffset.x, gameObject.transform.position.y + menuOffset.y, gameObject.transform.position.z + menuOffset.z); //enable menu after repositioning it tem.MenuEnabled(gameObject, ownedTower); } } } }