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Question by Tazza08 · Aug 21, 2018 at 12:47 PM · c#raycastbuildingonmousedown

Looping and closing walls

Hi I'm trying to elaborate this building wall script;

  1. i want setEnd() to place the "end" of the wall at setStart()'s position.

  2. i also want to make setMiddle() loop.

so when i left click it makes "start" object. when i left click everytime after it makes "middle" object. unitl, when i right click it makes "end" object set back to "start".

 void getInput() {
         if (Input.GetMouseButtonDown (0)) {
             setStart ();
         } else if (Input.GetMouseButtonDown(1)) {
             setEnd ();
         } else {
             if (creating) {
                 adjust ();
             }
         }
 
     void setStart() {
         creating = true;
         //start.transform.position = gridSnap(getWorldPoint());
         start.transform.position = getWorldPoint();
         wall = (GameObject)Instantiate(wallPrefab, start.transform.position, Quaternion.identity);
         start = (GameObject)Instantiate (start, start.transform.position, Quaternion.identity);
         setmiddle ();
     }
 
     void setmiddle() {
         creating = true;
         //start.transform.position = gridSnap(getWorldPoint());
         middle.transform.position = getWorldPoint ();
         wall = (GameObject)Instantiate (wallPrefab, start.transform.position, Quaternion.identity);
         middle = (GameObject)Instantiate (middle, start.transform.position, Quaternion.identity);
         if (Input.GetMouseButtonDown (0)) {
         }
     }
         
     void setEnd() {
         creating = false;
         //end.transform.position = gridSnap(getWorldPoint());
         end.transform.position = getWorldPoint();
         end = (GameObject)Instantiate (end, end.transform.position, Quaternion.identity);
     }
 
     void adjust() {
         //end.transform.position = gridSnap(getWorldPoint());
         end.transform.position = getWorldPoint();
         if(xSnapping) {
             end.transform.position = new Vector3(start.transform.position.x, end.transform.position.y, end.transform.position.z);
         }
         if(zSnapping) {
             end.transform.position = new Vector3(end.transform.position.x, end.transform.position.y, start.transform.position.z);
         }
         adjustWall();
 
     }
 
     void adjustWall() {
         start.transform.LookAt(end.transform.position);
         end.transform.LookAt(start.transform.position);
         float distance = Vector3.Distance(start.transform.position, end.transform.position);
         wall.transform.position = start.transform.position + distance/2 * start.transform.forward;
         wall.transform.rotation = start.transform.rotation;
         wall.transform.localScale = new Vector3(wall.transform.localScale.x, wall.transform.localScale.y, distance);
     }
 
     Vector3 getWorldPoint() {
         Ray ray = GetComponent<Camera>().ScreenPointToRay (Input.mousePosition);
         RaycastHit hit;
         if(Physics.Raycast(ray, out hit)) {
             return hit.point;
         }
         return Vector3.zero;
     }
 }



Thanks for any help in advance...

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Answer by gvergidis · Aug 21, 2018 at 01:41 PM

If I undrestand exactly what you ask, I think that the problem is at the beginning. Try this :

 if (Input.GetMouseButtonDown (0) && creating) { adjust(); }
 else if (Input.GetMouseButtonDown (0)) { setStart(); }
 else if (Input.GetMouseButtonDown(1)) { setEnd(); }
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