/// <summary> /// Create a waypoint order if the trigger is pressed whilst the touchpad is down. /// </summary> void triggerwhiletouchpad() { RaycastHit hit; if (Physics.Raycast(transform.position, transform.forward, out hit, 1000)) { if (hit.transform.gameObject.GetComponent <_Ship>() != null && hit.transform.gameObject.transform.parent != null && hit.transform.gameObject.GetComponent <_Ship>().ShipColor != team) { if (crosslevelvarhol.tutorial == true) { tutcontrol.MoveToNext(TutorialTextControlScript.tutorialstateinput.RightTriggerGiveLongAttackOrder); } inputrelay.ordermove(selectedships, hit.transform.position.ToTSVector(), hit.transform.gameObject, calculate_average_speed(selectedships.ToArray()), false); givepulsewaveorder(spawnpulsewave(hit.collider.transform.position, pulsewavered), hit.transform.gameObject); lineren.material = attackordermat; revertcountdown = 30; } } }