// Start is called before the first frame update void Start() { currentState = buildState.NotBuilding; wallPosX = -1000f; wallPosZ = -1000f; buildChoice = 0; for (int i = 0; i < 5; i++) { wallColumns[i] = null; } columnArrays = new Array[columnCount]; for (int i = 0; i < columnCount; i++) { columnArrays[i] = new Array(9, i); } igui = FindObjectOfType <IngameUI>(); state = State.NotBuilding; //illegalTouchAnimator.SetBool("ShowText",false); cm = FindObjectOfType <CoinManager>(); }
void inputHandler() { if (FindObjectOfType <IngameUI>().playmode != IngameUI.Playmode.Shoot) { RaycastHit hit; Ray ray = camera.ScreenPointToRay(Input.mousePosition + Vector3.up * touchShiftUp); if (Physics.Raycast(ray, out hit, 100f, mask)) { if (Input.GetMouseButtonDown(0)) { currentState = buildState.StartedBuilding; } else if (Input.GetMouseButton(0)) { currentState = buildState.DuringBuilding; } else if (Input.GetMouseButtonUp(0)) { currentState = buildState.FinishedBuilding; } else { currentState = buildState.NotBuilding; } if (FindObjectOfType <IngameUI>().buildchoice == IngameUI.BuildChoice.Wall) { buildChoice = 0; } if (FindObjectOfType <IngameUI>().buildchoice == IngameUI.BuildChoice.Turret) { buildChoice = 1; } } } }