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WorldCursor.cs
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John Schihada authoredJohn Schihada authored
WorldCursor.cs 2.33 KiB
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")) {
ToolMode tempActiveToolMode = CommunicationEvents.ActiveToolMode;
//Change the ActiveToolMode dependent on which Mode was selected
if ((int)tempActiveToolMode == Enum.GetNames(typeof(ToolMode)).Length - 1)
{
tempActiveToolMode = 0;
}
else
{
tempActiveToolMode++;
}
//Invoke the Handler for the Facts
CommunicationEvents.ToolModeChangedEvent.Invoke(tempActiveToolMode);
}
}
}