89 lines
2.9 KiB
C#

using UnityEngine;
namespace Pathfinding.Examples {
/// <summary>Small sample script for placing obstacles</summary>
[HelpURL("https://arongranberg.com/astar/documentation/stable/objectplacer.html")]
public class ObjectPlacer : MonoBehaviour {
/// <summary>
/// GameObject to place.
/// When using a Grid Graph you need to make sure the object's layer is included in the collision mask in the GridGraph settings.
/// </summary>
public GameObject go;
/// <summary>Flush Graph Updates directly after placing. Slower, but updates are applied immidiately</summary>
public bool direct = false;
/// <summary>Issue a graph update object after placement</summary>
public bool issueGUOs = true;
/// <summary>Align created objects to the surface normal where it is created</summary>
public bool alignToSurface = false;
/// <summary>Global offset of the placed object relative to the mouse cursor</summary>
public Vector3 offset;
/// <summary>Randomize rotation of the placed object</summary>
public bool randomizeRotation = false;
float lastPlacedTime;
/// <summary>Update is called once per frame</summary>
void Update () {
// Check if P is being pressed.
// Don't place objects if ctrl is pressed to avoid conflicts with the pause shortcut (ctrl+shift+P)
if (!Input.GetKey(KeyCode.LeftControl) && (Input.GetKeyDown("p") || (Input.GetKey("p") && Time.time - lastPlacedTime > 0.3f))) {
PlaceObject();
}
if (Input.GetKeyDown("r")) {
RemoveObject();
}
}
public void PlaceObject () {
lastPlacedTime = Time.time;
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
// Figure out where the ground is
if (Physics.Raycast(ray, out var hit, Mathf.Infinity, ~0)) {
Vector3 p = hit.point + offset;
var rot = Quaternion.identity;
if (alignToSurface) rot = Quaternion.LookRotation(hit.normal, Vector3.right) * Quaternion.Euler(90, 0, 0);
if (randomizeRotation) rot = Random.rotation;
GameObject obj = GameObject.Instantiate(go, p, rot) as GameObject;
if (issueGUOs) {
Bounds b = obj.GetComponent<Collider>().bounds;
GraphUpdateObject guo = new GraphUpdateObject(b);
AstarPath.active.UpdateGraphs(guo);
if (direct) {
AstarPath.active.FlushGraphUpdates();
}
}
}
}
public void RemoveObject () {
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
// Check what object is under the mouse cursor
if (Physics.Raycast(ray, out var hit, Mathf.Infinity)) {
// Ignore ground and triggers
if (hit.collider.isTrigger || hit.transform.gameObject.name == "Ground") return;
Bounds b = hit.collider.bounds;
Destroy(hit.collider);
Destroy(hit.collider.gameObject);
if (issueGUOs) {
GraphUpdateObject guo = new GraphUpdateObject(b);
AstarPath.active.UpdateGraphs(guo);
if (direct) {
AstarPath.active.FlushGraphUpdates();
}
}
}
}
}
}