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Question by
Yoshinator2 · Feb 05, 2017 at 08:28 PM ·
camera2dinstantiatepositionmouse
Mouse position not returning actual position
I am trying to make a command location spawn where the mouse is whenever the player clicks. The command position is used to control the friendly AI and tell them where to stand. Whenever I try this, it just spawns the Command Location in the center of the camera in world space. Not very helpful. Please note that I have 2 cameras: 1 Perspective camera, and 1 orthographic camera. The orthographic is used to render the particles, while the perspective is everything else. What am I doing wrong? Here is the code:
public string command;
private anturEnemyFinder anturFinder;
private bool isSelectingAttack;
public GameObject targetLocation;
private Vector3 mousePosition;
// Use this for initialization
void Start () {
anturFinder = FindObjectOfType<anturEnemyFinder>();
command = "defend";
anturFinder.updateCommand(command, null);
}
// Update is called once per frame
void Update () {
if (Input.GetKeyDown(KeyCode.E))
{
if (isSelectingAttack)
{
isSelectingAttack = false;
}
else
{
isSelectingAttack = true;
}
}
if(isSelectingAttack && Input.GetKeyDown(KeyCode.Mouse1))
{
mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
mousePosition.z = 0f;
Debug.Log(mousePosition);
Instantiate(targetLocation, mousePosition, targetLocation.transform.rotation);
isSelectingAttack = false;
}
}
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