declarations var ray Ray var hit Raycast Hit

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κι άλλα declarations var ray: Ray; var hit: Raycast. Hit; var grid. Spacing =

κι άλλα declarations var ray: Ray; var hit: Raycast. Hit; var grid. Spacing = 1. 0;

if(Input. Get. Mouse. Button. Down(0)) { ray = Camera. main. Screen. Point. To. Ray(Input.

if(Input. Get. Mouse. Button. Down(0)) { ray = Camera. main. Screen. Point. To. Ray(Input. mouse. Position); if (Physics. Raycast(ray, hit, 100)) { if (hit. collider. name=="Plane") Instantiate(hero 1, hit. point + Vector 3(0, 1, 0), Quaternion. identity); } }

if(Input. Get. Mouse. Button. Down(1)) { ray = Camera. main. Screen. Point. To. Ray(Input.

if(Input. Get. Mouse. Button. Down(1)) { ray = Camera. main. Screen. Point. To. Ray(Input. mouse. Position); if (Physics. Raycast(ray, hit, 100)) { if (hit. collider. name=="Plane") Instantiate(hero 2, hit. point + Vector 3(0, 1, 0), Quaternion. identity); } }

if (Input. Get. Mouse. Button. Down(1)) { ray = Camera. main. Screen. Point. To.

if (Input. Get. Mouse. Button. Down(1)) { ray = Camera. main. Screen. Point. To. Ray(Input. mouse. Position); if (Physics. Raycast(ray, hit, 100)) { if (hit. collider. name=="Plane") Instantiate(hero 2, hit. point + Vector 3(0, 1, 0), Quaternion. Look. Rotation(hit. point) * Quaternion. Euler(0, 0, 90)); } }

τοποθέτηση σε grid function Get. Grid. Position (original. Position : Vector 3) { var

τοποθέτηση σε grid function Get. Grid. Position (original. Position : Vector 3) { var newx = (Mathf. Round (original. Position. x / grid. Spacing) * grid. Spacing); var newz = (Mathf. Round (original. Position. z / grid. Spacing) * grid. Spacing); var convert. Position = new Vector 3 (newx, (original. Position. y), newz); return convert. Position; } function Update () { ray = Camera. main. Screen. Point. To. Ray(Input. mouse. Position); if (Physics. Raycast(ray, hit, 100)) { Debug. Log ("Hit point: " + hit. point + " Grid Position: " + Get. Grid. Position (hit. point)); }