using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; using UnityEngine.EventSystems; public class WorldCursor : MonoBehaviour { public RaycastHit Hit; private Camera Cam; private ToolMode ActiveToolMode{get; set;} void Start() { Cam = Camera.main; //Set MarkPointMode as the default ActiveToolMode this.ActiveToolMode = ToolMode.ExtraMode;//ToolMode.MarkPointMode; CommunicationEvents.ToolModeChangedEvent.Invoke(this.ActiveToolMode); //TODO: we probably can configure these things to automatically trigger when the variable is changed... CommunicationEvents.ActiveToolMode = this.ActiveToolMode; //redundant for now, but we probably want to have the activetool mode available globally } // 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(); } //Deactivate LineRenderer so that no Line gets drawn when Cursor changes //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); } } void CheckToolModeSelection() { if (Input.GetButtonDown("ToolMode")) { //Change the ActiveToolMode dependent on which Mode was selected if ((int)this.ActiveToolMode == Enum.GetNames(typeof(ToolMode)).Length - 1) { this.ActiveToolMode = 0; } else { this.ActiveToolMode++; } CommunicationEvents.ActiveToolMode = this.ActiveToolMode; //Invoke the Handler for the Facts CommunicationEvents.ToolModeChangedEvent.Invoke(this.ActiveToolMode); } } }