959e80cf72
assets upload description.
85 lines
3.2 KiB
C#
85 lines
3.2 KiB
C#
#if VEGETATION_STUDIO_PRO && VSP_PACKAGES
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using System.Collections;
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using System.Collections.Generic;
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using AwesomeTechnologies.Vegetation;
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using AwesomeTechnologies.Vegetation.Masks;
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using UnityEngine;
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namespace AwesomeTechnologies.Demo
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{
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public class HarvesterDemo : MonoBehaviour
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{
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public Texture2D AxeCursor;
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public bool ChangeCursor = false;
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public GameObject SpawnEffect;
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void Update()
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{
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if (ChangeCursor) SetHarvestCursor();
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if (Input.GetMouseButtonDown(0))
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{
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RaycastForHarvestObject();
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}
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}
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void SetHarvestCursor()
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{
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if (!Camera.main) return;
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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RaycastHit raycastHit;
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if (Physics.Raycast(ray, out raycastHit))
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{
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GameObject hitObject = raycastHit.collider.gameObject;
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VegetationItemInstanceInfo vegetationItemInstanceInfo =
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hitObject.GetComponent<VegetationItemInstanceInfo>();
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if (vegetationItemInstanceInfo)
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{
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Cursor.SetCursor(AxeCursor, new UnityEngine.Vector2(0, 0), CursorMode.Auto);
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}
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else
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{
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Cursor.SetCursor(null, new UnityEngine.Vector2(0, 0), CursorMode.Auto);
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}
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}
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}
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void RaycastForHarvestObject()
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{
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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RaycastHit raycastHit;
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if (Physics.Raycast(ray, out raycastHit))
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{
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GameObject hitObject = raycastHit.collider.gameObject;
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VegetationItemInstanceInfo vegetationItemInstanceInfo = hitObject.GetComponent<VegetationItemInstanceInfo>();
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if (!vegetationItemInstanceInfo) return;
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//We have detected a collider spawned from the collider system. Here we can add more logic to confirm that this is a object we can harvest. In this example we accept all types as harvestable
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//Now we create a new GameObject with the VegetationItemMask component. This will mask out the selected VegetationItem. If you want this item to respawn include a script with logic that will remove it when time has passed.
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GameObject vegetationItemMaskObject = new GameObject {name = "VegetationItemMask - " + hitObject.name};
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vegetationItemMaskObject.transform.position = vegetationItemInstanceInfo.Position;
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vegetationItemMaskObject.AddComponent<VegetationItemMask>().SetVegetationItemInstanceInfo(vegetationItemInstanceInfo);
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//Spawning an particle system for effect
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SpawnHarvestEffect(vegetationItemInstanceInfo.Position);
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}
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}
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void SpawnHarvestEffect(Vector3 position)
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{
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if (!SpawnEffect) return;
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GameObject effect = Instantiate(SpawnEffect, position, Quaternion.identity);
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StartCoroutine(DestroyEffect(effect, 1.5f));
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}
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IEnumerator DestroyEffect(GameObject go, float time)
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{
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yield return new WaitForSeconds(time);
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Destroy(go);
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}
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}
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}
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#endif
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