private void _InstantiateMiniCubes(Vector3Int position, Vector3Int rotation) { MiniCube newMiniCube = Instantiate(miniCube, position, Quaternion.Euler(rotation)); newMiniCube.xyz = position; newMiniCube.transform.parent = _miniCubeParent.transform; _miniCubes.Add(newMiniCube); }
private Vector3Int GetCubeRotation(MiniCube miniCubePos = null) { if (miniCubePos == null) { miniCubePos = _miniCubeSelected; } Vector3Int rowColumnDepth = Vector3Int.zero; rowColumnDepth.x = Mathf.RoundToInt(miniCubePos.transform.eulerAngles.x); rowColumnDepth.y = Mathf.RoundToInt(miniCubePos.transform.eulerAngles.y); rowColumnDepth.z = Mathf.RoundToInt(miniCubePos.transform.eulerAngles.z); return(rowColumnDepth); }
private void Update() { if (InputManager.Instance.GetMouseOrTouchBegin()) { if (EventSystem.current.IsPointerOverGameObject()) { return; } var cubeFound = RaycastingMask(MINI_CUBE_LAYER_MASK); if (cubeFound != null) { _MiniCubeSelected = cubeFound.GetComponent <MiniCube>(); } else { // If we clicked elsewhere _MiniCubeSelected = null; } } }