Hi! I have problem my script… because i was improvement but it does not work. How it Improve??
var blockTypes: GameObject[];
var inGamePos: Array = new Vector3[4];
var pos1: GameObject;
var pos2: GameObject;
var pos3: GameObject;
var pos4: GameObject;
static var clickedObj : Transform;
private var offSet : Vector3;
var cubewall : GameObject;
private var snapAllowance: int = 3;
var blockTypesWeight= [1,1,3,3,1,1];
var SpawnNumber : int = 4;
function Start () {
inGamePos[0] = pos1.transform.position;
inGamePos[1] = pos2.transform.position;
inGamePos[2] = pos3.transform.position;
inGamePos[3] = pos4.transform.position;
for (i = inGamePos.length - 1; i >= 0; i--) {
var ranPipe: GameObject = blockTypes[Random.Range(0,blockTypes.length)];
var newPipe: GameObject = Instantiate(ranPipe,inGamePos*,Quaternion.identity);*
newPipe.name = “block”;
}
}
function Update () {
var ray = camera.ScreenPointToRay(Input.mousePosition);
if (Input.GetMouseButtonDown(0)) {
var hit : RaycastHit;
if (Physics.Raycast(ray, hit, Mathf.Infinity)) {
if(hit.transform.gameObject.tag == “Pipe”) {
clickedObj = hit.transform;
offSet = clickedObj.position-ray.origin;
}
}
}
else if (Input.GetMouseButtonUp(0)) {
if(clickedObj != null&& clickedObj.GetComponent(StoneWall).hitObj != null){
if(clickedObj.gameObject.transform.position.x>=clickedObj.GetComponent(StoneWall).hitObj.transform.position.x-snapAllowance && clickedObj.gameObject.transform.position.x<=clickedObj.GetComponent(StoneWall).hitObj.transform.position.x+snapAllowance)
snap(clickedObj.gameObject,clickedObj.GetComponent(StoneWall).hitObj.transform.position);
clickedObj = null;
}
Spawn();
}
if (clickedObj) {
clickedObj.position = Vector3(ray.origin.x+offSet.x, ray.origin.y+offSet.y,clickedObj.position.z);
}
}
function snap (objToSnap: GameObject, posToSnap: Vector3) {
print(“snap object”);
objToSnap.transform.position.x = posToSnap.x;
objToSnap.transform.position.y = posToSnap.y;
clickedObj.GetComponent(StoneWall).hitObj = null;
}
function Spawn (){
if (pos1.Vector3 != GameObject.Find(“block”).Vector3){
var ranPipe: GameObject = blockTypes[Random.Range(0,blockTypes.length)];
var newPipe: GameObject = Instantiate(ranPipe,inGamePos[0],Quaternion.identity);
}
}