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Question by bleakmountain50_unity · Jul 29, 2018 at 10:25 PM · transformbuildlistbuildingcreating

Need to switch objects

im looking to switch my transform (currentobject) to the next item in the list. how would i do that?

public class BuildingSystem : MonoBehaviour {

 public List<buildObjects> objects = new List<buildObjects>();
 public buildObjects currentobject;
 private Vector3 currentPos;
 public Transform currentPreview;
 public Transform cam;
 public RaycastHit hit;
 public LayerMask layer;

 public float offset = 1.0f;
 public float gridSize = 1.0f;

 public bool isBuilding;
 private Vector3 currentRot;
 public int switcher = 0;
 private void Start()
 {
     
     ChangeCurrentBuilding(switcher);

     Cursor.visible = false;
     Cursor.lockState = CursorLockMode.Locked;
     
 }

 private void Update()
 {
     if (isBuilding)
     {
         StartPreview();
     }

     if (Input.GetMouseButtonDown(0))
     {
         Build();
     }

     if (Input.GetKeyDown(KeyCode.Q))
     {
         //Switch Object
     }
 }

   

 public void ChangeCurrentBuilding(int cur)
 {
     currentobject = objects[cur];
     if (currentPreview != null)
     {
         Destroy(currentPreview.gameObject);
     }
     GameObject currentprev = Instantiate(currentobject.preview, currentPos, Quaternion.Euler(currentRot)) as GameObject;
     currentPreview = currentprev.transform;
 }

 public void StartPreview()
 {
     if (Physics.Raycast(cam.position, cam.forward, out  hit, 10, layer))
     {
         if (hit.transform != this)
         {
             ShowPreview(hit);
         }
     }
 }

 public void ShowPreview(RaycastHit hit2)
 {
     currentPos = hit2.point;
     currentPos -= Vector3.one * offset;
     currentPos /= gridSize;
     currentPos = new Vector3(Mathf.Round(currentPos.x), Mathf.Round(currentPos.y), Mathf.Round(currentPos.z));
     currentPos *= gridSize;
     currentPos += Vector3.one * offset;
     currentPreview.position = currentPos;
     currentPreview.position = currentPos;
     if (Input.GetMouseButtonDown(1))
     {
         currentRot += new Vector3(0,90,0);
     }
     currentPreview.localEulerAngles = currentRot;
 }

 public void Build()
 {
     PreviewObject PO = currentPreview.GetComponent<PreviewObject>();
     if (PO.isBuildable)
     {
         Instantiate(currentobject.prefab, currentPos, Quaternion.Euler(currentRot));
     }
 }

}

[System.Serializable]

public class buildObjects

{

 public string name;

 public GameObject preview;

 public int materials;

 public GameObject prefab;

}

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avatar image madks13 · Jul 30, 2018 at 09:34 AM 0
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Your code seem to already do what you are looking for. Does it not? What exactly does not work?

avatar image tormentoarmagedoom · Jul 30, 2018 at 10:07 AM 0
Share

Good day.

As madks says, pelase you need to find exactly where the code stops doing what is suposed to do, where you can be sure its working fine and where is not.

And give feedback!

Bye!

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