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TowerPlacement.cs
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72 lines (56 loc) · 2.17 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class TowerPlacement : MonoBehaviour
{
public LayerMask tileLayerMask;
public float towerPlaceYOffset = 0.1f;
public PreviewTower previewTower;
private TowerData towerToPlaceDown;
private bool placingTower;
private TowerTile curSelectedTile;
private Camera cam;
void Awake (){
cam = Camera.main;
}
public void SelectTowerToPlace (TowerData tower){
towerToPlaceDown = tower;
placingTower = true;
previewTower.gameObject.SetActive(true);
previewTower.SetTower(tower);
}
void Update (){
if(placingTower){
//shoots a ray from the mouse cursor to wherever
Ray ray = cam.ScreenPointToRay(Mouse.current.position.ReadValue());
RaycastHit hit;
if (Physics.Raycast(ray, out hit, 99, tileLayerMask)){
curSelectedTile = hit.collider.GetComponent<TowerTile>();
previewTower.transform.position = curSelectedTile.transform.position + new Vector3(0, towerPlaceYOffset, 0);
}else {
curSelectedTile = null;
previewTower.transform.position = new Vector3(0, 999, 0);
}
if (Mouse.current.leftButton.isPressed && curSelectedTile != null && curSelectedTile.tower == null){
PlaceTower();
}
if (Mouse.current.rightButton.isPressed){
CancelPlacement();
}
}
}
void PlaceTower (){
Vector3 pos = curSelectedTile.transform.position + new Vector3(0, towerPlaceYOffset, 0);
GameObject tower = Instantiate(towerToPlaceDown.spawnPrefab, pos, Quaternion.identity);
curSelectedTile.tower = tower.GetComponent<Tower>();
GameManager.instance.TakeMoney(towerToPlaceDown.cost);
CancelPlacement();
}
void CancelPlacement (){
towerToPlaceDown = null;
placingTower = false;
curSelectedTile = null;
previewTower.gameObject.SetActive(false);
}
}