Пример #1
0
    private void Place()
    {
        int layerMask = 1 << 8;

        //check which mouse button was clicked and what the current influence is set to
        if (Input.GetMouseButtonDown(0))
        {
            RaycastHit hit;
            Ray        ray = GameObject.Find("Camera").GetComponent <Camera>().ScreenPointToRay(Input.mousePosition);

            //if the raycast hits something go ahead and place a unit
            if (Physics.Raycast(ray, out hit, Mathf.Infinity, layerMask))
            {
                //if the terrain is underwater do not allow the user to place units
                if (hit.point.y < 49)
                {
                    return;
                }

                GameObject prefabToUse = null;
                switch (currentInfluence)
                {
                case 1: prefabToUse = white;
                    break;

                case 2: prefabToUse = blue;
                    break;

                case 3: prefabToUse = yellow;
                    break;

                case 4: prefabToUse = black;
                    break;
                }
                //instantiate the unit at the exact point where the user clicked
                GameObject unit = Instantiate(prefabToUse, hit.point, Quaternion.identity);
                unit.transform.position += new Vector3(0, unit.transform.localScale.y / 2, 0);
                unit.GetComponent <InfluencerData>().team = false;
                iM.PlaceUnit(unit);
            }
            else
            {
                Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * 1000, Color.white);
                Debug.Log("Did not Hit");
            }
        }
        if (Input.GetMouseButtonDown(1))
        {
            RaycastHit hit;
            Ray        ray = GameObject.Find("Camera").GetComponent <Camera>().ScreenPointToRay(Input.mousePosition);

            //if the raycast hits something go ahead and place a unit
            if (Physics.Raycast(ray, out hit, Mathf.Infinity, layerMask))
            {
                //if the terrain is underwater do not allow the user to place units
                if (hit.point.y < 49)
                {
                    return;
                }

                GameObject prefabToUse = null;
                switch (currentInfluence)
                {
                case 1:
                    prefabToUse = white;
                    break;

                case 2:
                    prefabToUse = blue;
                    break;

                case 3:
                    prefabToUse = yellow;
                    break;

                case 4:
                    prefabToUse = black;
                    break;
                }
                //instantiate the unit at the exact point where the user clicked
                GameObject unit = Instantiate(prefabToUse, hit.point, Quaternion.identity);
                unit.transform.position += new Vector3(0, unit.transform.localScale.y / 2, 0);
                //right mouse button clicked so team is green
                unit.GetComponent <InfluencerData>().team = true;
                iM.PlaceUnit(unit);
            }
            else
            {
                Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * 1000, Color.white);
                Debug.Log("Did not Hit");
            }
        }
    }