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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;

public class Selection : MonoBehaviour
{
    public float teleportDistance = 100f; // Distance to teleport the player
    public float teleportSpeed = 1f; // Speed of teleportation

    private GameObject highlightedCube; // Store the highlighted cube GameObject

    void Update()
    {
        // Check if the user's cursor is on the cube
        CheckForHighlightedCube();

        // Check if the "E" key is pressed and the cursor is on a cube
        if (Input.GetKeyDown(KeyCode.E))
        {
            TeleportPlayerToCube();
        }
    }

    void CheckForHighlightedCube()
    {
        // Create a ray from the camera's position and forward direction
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit; // Declare a variable to hold information about the hit

        // Cast the ray into the scene and check for intersection
        if (Physics.Raycast(ray, out hit))
        {
            GameObject hitObject = hit.collider.gameObject;

            // Check if the hit object is a cube
            if (hitObject.CompareTag("Cube"))
            {
                // Highlight the cube (change its color to red)
                HighlightCube(hitObject);
            }
            else
            {
                // If the cursor is not on a cube, remove highlight
                RemoveHighlight();
            }
        }
        else
        {
            // If the cursor is not over anything, remove highlight
            RemoveHighlight();
        }
    }

    void HighlightCube(GameObject cube)
    {
        // Change the cube's material color to red
        Renderer cubeRenderer = cube.GetComponent<Renderer>();
        cubeRenderer.material.color = Color.red;

        // Store the highlighted cube GameObject
        highlightedCube = cube;
    }

    void RemoveHighlight()
    {
        // Check if there's a highlighted cube
        if (highlightedCube != null)
        {
            // Restore the original material color of the highlighted cube
            Renderer cubeRenderer = highlightedCube.GetComponent<Renderer>();
            cubeRenderer.material.color = Color.white;

            // Reset the highlighted cube GameObject reference
            highlightedCube = null;
        }
    }

    void TeleportPlayerToCube()
    {
        // Check if there is a highlighted cube to teleport to
        if (highlightedCube != null)
        {
            // Teleport the player to the position of the highlighted cube
            GameObject player = GameObject.Find("Player");

            if (player != null) // Ensure player GameObject was found
            {
                Vector3 teleportPosition = highlightedCube.transform.position + highlightedCube.transform.up * teleportDistance;
                player.transform.position = teleportPosition;
            }
            else
            {
                Debug.LogError("Player GameObject not found!");
            }
        }
        else
        {
            Debug.LogError("No highlighted cube to teleport to!");
        }
    }
}
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