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- using System;
- using UnityEngine;
- public class PlayerPath : MonoBehaviour
- {
- private void Update()
- {
- if (Input.GetMouseButtonDown(0))
- {
- Ray ray = Camera.main.ScreenPointToRay(new Vector3(UnityEngine.Input.mousePosition.x, UnityEngine.Input.mousePosition.y, 0f));
- RaycastHit raycastHit;
- if (Physics.Raycast(ray, out raycastHit))
- {
- this.playerSelected = true;
- this.MoveOnFloor();
- this.trailReference.Clear();
- }
- }
- else if (Input.GetMouseButtonUp(0))
- {
- this.playerSelected = false;
- }
- if (Input.GetMouseButton(0) && this.playerSelected)
- {
- this.MoveOnFloor();
- }
- }
- private void MoveOnFloor()
- {
- RaycastHit raycastHit;
- if (Physics.Raycast(Camera.main.ScreenPointToRay(new Vector3(UnityEngine.Input.mousePosition.x, UnityEngine.Input.mousePosition.y, 0f)), out raycastHit, 3.40282347E+38f, 2147483647 & 1 << LayerMask.NameToLayer("Water")))
- {
- this.trailReference.transform.position = raycastHit.point + new Vector3(0f, 0.02f, 0f);
- }
- }
- public SplineTrailRenderer trailReference;
- private bool playerSelected;
- }
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