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RandomObject.cs
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RandomObject.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(MeshRenderer))]
public class RandomObject : MonoBehaviour
{
public GameObject[] prefab = new GameObject[5];
public GameObject obj;
RaycastHit hit, theObject;
Ray ray;
Vector3 screenPoints;
Vector3 offset;
private Color prevcolor;
int temp = 0;
public static string selectedObject;
public string internalObject;
public float animationTime = 1f;
public float threshold = 1.5f;
private HighlightController controller;
private Material material;
private Color normalColor;
private Color selectedColor;
private void Awake()
{
material = GetComponent<MeshRenderer>().material;
controller = FindObjectOfType<HighlightController>();
normalColor = material.color;
selectedColor = new Color(
Mathf.Clamp01(normalColor.r * threshold),
Mathf.Clamp01(normalColor.g * threshold),
Mathf.Clamp01(normalColor.b * threshold)
);
}
void Update()
{
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit))
{
if (Input.GetMouseButtonDown(0) && temp < 5)
{
// Instantiate new prefab with every left click
GameObject obj = Instantiate(prefab[Random.Range(0,4)], new Vector3(hit.point.x, hit.point.y, hit.point.z), Quaternion.identity) as GameObject;
screenPoints = Camera.main.WorldToScreenPoint(transform.position);
temp++;
RaycastHit[] hits = Physics.RaycastAll(ray);
GameObject hitObject = hit.transform.root.gameObject;
// selectObject(hitObject);
}
}
}
public void StartHighlight()
{
iTween.ColorTo(gameObject, iTween.Hash(
"color", selectedColor,
"time", animationTime,
"easetype", iTween.EaseType.linear,
"looptype", iTween.LoopType.pingPong
));
}
public void StopHighlight()
{
iTween.Stop(gameObject);
material.color = normalColor;
}
private void OnMouseDown()
{
controller.SelectObject(this);
}
}