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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class GhostItem : MonoBehaviour
- {
- public BoxCollider solidCollider; // set manually
- public Renderer mRenderer;
- private Material semiTransparentMat; // Used for debug - insted of the full trasparent
- private Material fullTransparentMat;
- private Material selectedMaterial;
- public bool isPlaced;
- // A flag for the deletion algorithm
- public bool hasSamePosition = false;
- private void Start()
- {
- mRenderer = GetComponent<Renderer>();
- // We get them from the manager, because this way the referece always exists.
- semiTransparentMat = ConstructionManager.Instance.ghostSemiTransparentMat;
- fullTransparentMat = ConstructionManager.Instance.ghostFullTransparentMat;
- selectedMaterial = ConstructionManager.Instance.ghostSelectedMat;
- mRenderer.material = fullTransparentMat; //change to semi if in debug else full
- // We disable the solid box collider - while it is not yet placed
- // (unless we are in construction mode - see update method)
- solidCollider.enabled = false;
- }
- private void Update()
- {
- if (ConstructionManager.Instance.inConstructionMode)
- {
- Physics.IgnoreCollision(gameObject.GetComponent<Collider>(), ConstructionManager.Instance.player.GetComponent<Collider>());
- }
- // We need the solid collider so the ray cast will detect it
- if (ConstructionManager.Instance.inConstructionMode && isPlaced)
- {
- solidCollider.enabled = true;
- }
- if (!ConstructionManager.Instance.inConstructionMode)
- {
- solidCollider.enabled = false;
- }
- // Triggering the material
- if (ConstructionManager.Instance.selectedGhost == this.gameObject)
- {
- mRenderer.material = selectedMaterial;
- }
- else
- {
- mRenderer.material = fullTransparentMat; //change to semi if in debug else full
- }
- }
- }
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