mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-09-08 18:35:18 -05:00
Mountain Grid
>Mountain has a grid >King can place on the mountain >Objects are proberly rotated >KingGrid has begun to be cleaned up >Grid Reveal no longer cuts off rows
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@@ -14,6 +14,7 @@ public class KingPlace : NetworkBehaviour
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public GameObject HailObject;
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public GameObject Slime;
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private GameObject Grid;
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private GameObject MountGrid;
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public GameObject Panel;
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private GameObject Place;
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private GameObject PlaceTemp = null;
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@@ -32,6 +33,10 @@ public class KingPlace : NetworkBehaviour
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private KingAbility KAHail = new KingAbility(2, 15);
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private KingAbility KAThund = new KingAbility(2, 10);
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private float[] MountPlats = { 303.41f, 315.5f, 330.5f, 345.5f, 360.5f, 400.5f, 415.5f, 430.5f, 470.5f, 485.5f, 500.5f };
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private float[] MountxOffsets = { -50f, -73.4f, -100f, -127f, -134.7f, -130f, -34f, 14.5f, 91.2f, 129f, 129.5f };
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private float[] MountzOffsets = { 130f, 120f, 97f, 56.6f, 32f, -50f, -135.5f, -138.5f, -105f, -52.5f, 50f };
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public GameObject Thunderstorm;
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//Is called when the King clicks on the Thunderstorm button
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public void OnThunderClicked()
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@@ -50,6 +55,7 @@ public class KingPlace : NetworkBehaviour
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void Awake()
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{
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Grid = GameObject.FindGameObjectWithTag("KingGrid");
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MountGrid = Grid.transform.Find("MountainGrid").gameObject;
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}
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bool Avaliable;
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@@ -72,6 +78,7 @@ public class KingPlace : NetworkBehaviour
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}
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if (Avaliable == true) {
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MenuOff();
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Panel.GetComponent<RadialMenu>().PlaceObj(ID);
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//Create the object that will follow the Mouse
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PlaceTemp = Instantiate(Place);
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//Layout the grid
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@@ -109,6 +116,7 @@ public class KingPlace : NetworkBehaviour
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}
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if (Input.GetMouseButtonUp(0)) {//Reads the player releasing the left mouse button
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CreateHail();
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MenuOff();
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KAHail.UseItem();
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}
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}
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@@ -120,6 +128,7 @@ public class KingPlace : NetworkBehaviour
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child.gameObject.SetActive(false);
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}
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SlimePlacing = false;
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MenuOff();
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KASlime.UseItem();
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}
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}
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@@ -138,11 +147,45 @@ public class KingPlace : NetworkBehaviour
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int xOffset = 101;
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int zOffset = 906;
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int boxsize = 20;
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float MountxOffset = -50f;
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float MountzOffset = 130f;
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private GameObject Row;
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private GameObject Platform;
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Vector3 spawnLoc;
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private void FindGridBox() {
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int RowNumb = 0, Box = 0, x = 0, z = 0;
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if (PlaceTemp.transform.position.x < MontStr.x) {//King is trying to place on the mountain
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Debug.Log("Mount Place");
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Platform = null;
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bool found = false;
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for(int i = 0; i < MountPlats.Length; i++) {
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if (MountPlats[i] == PlaceTemp.transform.position.y) {//Finds the platform by comparing y values
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Platform = MountGrid.transform.Find("Platform" + i).gameObject;//Sets the platform and offsets for that platform
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MountxOffset = MountxOffsets[i];
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MountzOffset = MountzOffsets[i];
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break;//Breaks out when it finds the platform
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}
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}
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if (Platform != null) {//Makes sure it found a platform, so there are no null refs
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foreach (Transform row in Platform.transform) { //Looks through every row on the platform
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foreach (Transform box in row) {//Looks at every Box in the row
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if (PlaceTemp.transform.position.x <= (box.transform.position.x-MountxOffset) + boxsize / 2 && PlaceTemp.transform.position.x >= (box.transform.position.x-MountxOffset) - boxsize / 2) {//Sees if the x fits within the box
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if (PlaceTemp.transform.position.z <= (box.transform.position.z-MountzOffset) + boxsize / 2 && PlaceTemp.transform.position.z >= (box.transform.position.z-MountzOffset) - boxsize / 2) {//Sees if the z fits within the box
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found = true;
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Vector3 rot = row.transform.rotation.eulerAngles;
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PlaceTemp.transform.Rotate(0, (rot.y-90), 0);//Sets the object's rotation to the rows rotation
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spawnLoc = new Vector3(box.transform.position.x-MountxOffset, PlaceTemp.transform.position.y, box.transform.position.z-MountzOffset);//Sets the object's location
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break;//Breaks out from the loops when found
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}
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}
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}
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if (found == true) {//Stops it from going through all the rows
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Grid.GetComponent<GridReveal>().GridSwitch(false); //Switch off the grid
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FirstPlacing = false;
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break;
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}
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}
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}
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}
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else {
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float i = ((PlaceTemp.transform.position.x) - xOffset) / -BoxSize; //Finds the Row the cursor is in
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@@ -151,14 +194,14 @@ public class KingPlace : NetworkBehaviour
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Box = (int)y; //Rounds it down
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x = (RowNumb * -BoxSize) + xOffset;//Sets it's X to the X of the Row
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z = (Box * -BoxSize) + zOffset;//Sets its Z to the Z of the Box
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// Grid Check first for valid location
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GridCheck(RowNumb, Box, ref FirstPlacing);//Makes sure the Box is a valid position
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// Calculate the position to spawn at
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spawnLoc = new Vector3(x, PlaceTemp.transform.position.y, z);
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}
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// Grid Check first for valid location
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GridCheck(RowNumb, Box, ref FirstPlacing);//Makes sure the Box is a valid position
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// Instantiate a networked box at the position
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if (FirstPlacing == false) {
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// Calculate the position to spawn at
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Vector3 spawnLoc = new Vector3(x, PlaceTemp.transform.position.y, z);
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if (FirstPlacing == false) {
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PlaceTemp.transform.position = spawnLoc;
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@@ -168,6 +211,7 @@ public class KingPlace : NetworkBehaviour
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// Remove the reference to PlaceTemp
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Destroy(PlaceTemp);
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MenuOff();
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KABlock.UseItem();
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}
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@@ -204,15 +248,58 @@ public class KingPlace : NetworkBehaviour
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}
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}
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private void CreateHail() {//TODO make sure it makes a box/actually make the Hail Area
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float i = ((HailCorner.transform.position.x) - xOffset) / -BoxSize; //Finds the Row the cursor is in
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int RowNumb = (int)i; //Rounds it down
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float y = ((HailCorner.transform.position.z) - zOffset) / -BoxSize; //Finds the Box in the Row the cursor is in
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int Box = (int)y; //Rounds it down
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int x = (RowNumb * -BoxSize) + xOffset;//Sets it's X to the X of the Row
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int z = (Box * -BoxSize) + zOffset;//Sets its Z to the Z of the Box
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HailCorner.transform.position = new Vector3(x, HailCorner.transform.position.y, z);//fully snaps it to the grid
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GridCheck(RowNumb, Box, ref HailPlacing);//Makes sure the Box is a valid position
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private void CreateHail() {
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if (PlaceTemp.transform.position.x < MontStr.x)
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{//King is trying to place on the mountain
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Platform = null;
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bool found = false;
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for (int i = 0; i < MountPlats.Length; i++)
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{
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if (MountPlats[i] == PlaceTemp.transform.position.y)
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{//Finds the platform by comparing y values
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Platform = MountGrid.transform.Find("Platform" + i).gameObject;//Sets the platform and offsets for that platform
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MountxOffset = MountxOffsets[i];
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MountzOffset = MountzOffsets[i];
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break;//Breaks out when it finds the platform
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}
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}
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if (Platform != null)
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{//Makes sure it found a platform, so there are no null refs
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foreach (Transform row in Platform.transform)
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{ //Looks through every row on the platform
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foreach (Transform box in row)
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{//Looks at every Box in the row
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if (HailCorner.transform.position.x <= (box.transform.position.x - MountxOffset) + boxsize / 2 && HailCorner.transform.position.x >= (box.transform.position.x - MountxOffset) - boxsize / 2)
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{//Sees if the x fits within the box
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if (HailCorner.transform.position.z <= (box.transform.position.z - MountzOffset) + boxsize / 2 && HailCorner.transform.position.z >= (box.transform.position.z - MountzOffset) - boxsize / 2)
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{//Sees if the z fits within the box
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found = true;
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Vector3 rot = row.transform.rotation.eulerAngles;
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HailCorner.transform.position = new Vector3(box.transform.position.x - MountxOffset, HailCorner.transform.position.y, box.transform.position.z - MountzOffset);//Sets the object's location
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break;//Breaks out from the loops when found
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}
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}
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}
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if (found == true)
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{//Stops it from going through all the rows
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Grid.GetComponent<GridReveal>().GridSwitch(false); //Switch off the grid
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HailPlacing = false;
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break;
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}
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}
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}
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}
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else
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{
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float i = ((HailCorner.transform.position.x) - xOffset) / -BoxSize; //Finds the Row the cursor is in
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int RowNumb = (int)i; //Rounds it down
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float y = ((HailCorner.transform.position.z) - zOffset) / -BoxSize; //Finds the Box in the Row the cursor is in
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int Box = (int)y; //Rounds it down
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int x = (RowNumb * -BoxSize) + xOffset;//Sets it's X to the X of the Row
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int z = (Box * -BoxSize) + zOffset;//Sets its Z to the Z of the Box
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HailCorner.transform.position = new Vector3(x, HailCorner.transform.position.y, z);//fully snaps it to the grid
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GridCheck(RowNumb, Box, ref HailPlacing);//Makes sure the Box is a valid position
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}
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//Instanciate HailArea based on PlaceTemp = Top Left and HailCorner = Bottom Right
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if (HailPlacing == false) {
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GameObject Temp;
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