mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-04-16 22:05:54 -05:00
85 lines
2.8 KiB
C#
85 lines
2.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class KingPlace : MonoBehaviour {
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//Is called when the King clicks on the Block button
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public void OnBlockClicked() {
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PlaceObject(0);
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}
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//Is called when the King clicks on the Hail button
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public void OnHailClicked() {
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PlaceObject(1);
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}
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//Is called when the King clicks on the Slime button
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public void OnSlimeClicked() {
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PlaceObject(2);
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}
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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 OnThundClicked() {
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}
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public GameObject Block;
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public GameObject Hail;
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public GameObject Slime;
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public GameObject Grid;
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private GameObject Place;
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private bool Placing = false;
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private void PlaceObject(int ID) {
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//Switch statement, ID-0 = Block,ID-1 = Hail,ID-2 = Slime
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switch (ID) {//Parses in the button clicked into the right object that the King is placing
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case 0:
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Debug.Log("B");
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Place = Block;
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break;
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case 1:
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Debug.Log("H");
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Place = Hail;
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break;
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case 2:
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Debug.Log("S");
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Place = Slime;
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break;
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}
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//Create the object that will follow the Mouse
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//Instantiate(Place);
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//Layout the grid
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Grid.GetComponent<GridReveal>().GridSwitch(true);
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//The player can then see where the object will be placed, reletive to the Grid
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Placing = true;
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}
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[SerializeField] private Camera KingCam;
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[SerializeField] private LayerMask LayerMask;
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private void Update() {
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if(Placing == true) {
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Ray Ray = KingCam.ScreenPointToRay(Input.mousePosition);
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if (Physics.Raycast(Ray, out RaycastHit RayCastHit, float.MaxValue, LayerMask)) {
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Place.transform.position = RayCastHit.point;
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}
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if (Input.GetMouseButtonUp(1)) {//Reads the player letting up the right mouse button
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//foreach (Transform child in Grid.gameObject.transform) { //Finds the correct Row the cursor is in (Commented out because it's scuffed AF)
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//if (child.transform.position.z >= Place.transform.position.x && child.transform.position.z - 20 <= Place.transform.position.x)
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//{
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// Debug.Log("Help" + child.transform.position.z);
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//Place the object (Snap it up and to Grid)
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Instantiate(Place);
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//break;
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//}
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Grid.GetComponent<GridReveal>().GridSwitch(false); //Switch off the grid
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Placing = false;//Stop placing
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}
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}
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}
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}
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