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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];
RaycastHit hit;
Ray ray;
Vector3 screenPoints;
Vector3 offset;
int temp = 0;
//LayerMask clickableLayer;
private int rotationSpeed = 20;
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++;
}
if(temp >=5 && Input.GetMouseButtonDown(0))
{
OnMouseDown();
OnMouseDrag();
}
}
if (Input.GetAxis("Mouse ScrollWheel") > 0) {
transform.Rotate(Vector3.left * 0.5f, Space.Self);
}
if (Input.GetAxis("Mouse ScrollWheel") < 0) {
transform.Rotate(Vector3.right * 0.5f, Space.Self);
}
}
void OnMouseDown()
{
GameObject selectedObject = hit.collider.gameObject;
if(selectedObject != null)
{
screenPoints = Camera.main.WorldToScreenPoint(transform.position);
offset = transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x,
Input.mousePosition.y, screenPoints.z));
Debug.Log("Hey There");
OnMouseDrag();
}
}
void OnMouseDrag()
{
Vector3 CursorScreenPoints = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoints.z);
Vector3 cursorPoints = Camera.main.ScreenToWorldPoint(CursorScreenPoints) + offset;
transform.position = cursorPoints;
}
}