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Question by sandwichmenno · Oct 08, 2014 at 02:32 PM · directiongrid

Drag 0, 90, 180 or 270 degrees from first object

First let me explain what I already have.

The placementNode (The gameobject what follows the mouse) follows the mouse on a (temporary) 32*32 grid. When you click, the newNode (the gameobject what is used to place the road) is instantiate at the x and z position of the mouse. Therefore I use the following code:

 #pragma strict
 var gridSize : int = 32;
 var nodePrefab : Transform;
 
 private var rayHitWorldPosition : Vector3;
 
 function Update () {
     var rayHit : RaycastHit;
         if(Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), rayHit))
         {
             // where did the raycast hit in the world - position of rayhit
             rayHitWorldPosition = rayHit.point;
             var xPos = Mathf.Floor(rayHit.point.x / gridSize) * gridSize;
             var zPos = Mathf.Floor(rayHit.point.z / gridSize) * gridSize;
         }
         transform.position.x = xPos;
         transform.position.z = zPos;
         
         if(Input.GetMouseButton(0)){
             var newNode = Instantiate(nodePrefab, Vector3(xPos,transform.position.y,zPos), Quaternion.identity);
         }
 }

This code works perfect for me. But now comes the question,

When the nodePrefab is instantiated, you have to 'drag' to a direction. The length doesn't matter. But I want that you can only drag in a straight line, so only in 0, 90, 180 or 270 degrees from the nodePrefab.

Topdown example

Red: nodePrefab (First instantiated on mouseclick) Grey: Dragged from red. Can be dragged in all directions. Light blue: This is NOT how it should be.

Can someone advise me on how to do this?

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Answer by Jeffuk · Oct 08, 2014 at 03:03 PM

Could you store the 'lastXPos' and 'lastYPos' and check that one of them is the same before drawing.

 if(Input.GetMouseButton(0) && (xPos==lastXPos || yPos==lastYPos)){
     var newNode = Instantiate(nodePrefab, Vector3(xPos,transform.position.y,zPos), Quaternion.identity);
     lastXPos = xPos;
     lastYPos = yPos;
     }

Edit: You'll have to do something different the first time you click.. so you could set both to -1 on mouseUp to allow you to click somewhere new.. like if(Input.GetMouseButton(0) && (xPos==lastXPos || yPos==lastYPos)){

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Answer by Scribe · Oct 08, 2014 at 03:36 PM

Just check which one of the two vector components is larger and move in that direction:

 dragDir = mousePosition - originalMousePosition;
 dragDir.x = Mathf.Abs(dragDir.x) > Mathf.Abs(dragDir.z) ? dragDir.x : 0;
 dragDir.z = Mathf.Abs(dragDir.x) > Mathf.Abs(dragDir.z) ? 0 : dragDir.z;
 
 //Instantiate at dragDir


Hope that helps!

Scribe

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