using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; using UnityEngine.EventSystems; using static CommunicationEvents; public class WorldCursor : MonoBehaviour { public RaycastHit Hit; private Camera Cam; void Start() { Cam = Camera.main; //Set MarkPointMode as the default ActiveToolMode ActiveToolMode = ToolMode.ExtraMode;//ToolMode.MarkPointMode; CommunicationEvents.ToolModeChangedEvent.Invoke(ActiveToolMode); } // Update is called once per frame void Update() { Ray ray = Cam.ScreenPointToRay(Input.mousePosition); int layerMask = 1 << LayerMask.NameToLayer("Player"); //only hit player layerMask = ~layerMask; //ignore Player if(Physics.Raycast(ray, out Hit, 30f, layerMask)){ transform.position = Hit.point; transform.up = Hit.normal; transform.position += .01f * Hit.normal; CheckMouseButtons(ray); } else { transform.position = Cam.ScreenToWorldPoint(Input.mousePosition); transform.up = -Cam.transform.forward; } //Check if the ToolMode was switched CheckToolModeSelection(); } //Check if left Mouse-Button was pressed and handle it void CheckMouseButtons(Ray ray) { if (Input.GetMouseButtonDown(0)) { if (EventSystem.current.IsPointerOverGameObject()) return; //this prevents rays from shooting through ui CommunicationEvents.TriggerEvent.Invoke(Hit); } } //Checks if the ToolMode was switched by User, and handle it void CheckToolModeSelection() { if (Input.GetButtonDown("ToolMode")) { //Change the ActiveToolMode dependent on which Mode was selected if ((int)ActiveToolMode == Enum.GetNames(typeof(ToolMode)).Length - 1) { ActiveToolMode = 0; } else { ActiveToolMode++; } //Invoke the Handler for the Facts CommunicationEvents.ToolModeChangedEvent.Invoke(ActiveToolMode); } } }