80 lines
2.3 KiB
C#
80 lines
2.3 KiB
C#
using System.Collections.Generic;
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using UnityEngine.UI;
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using UnityEngine;
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public class PrefabManager : MonoBehaviour
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{
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public GameObject[] prefabs; // List of prefabs assigned from the Inspector
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public Collider floorCollider; // The floor to detect clicks
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public Transform cameraPivot; // Pivot for the camera
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public float cameraRotationSpeed = 10f; // Rotation speed
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public float destroyDelay = 2f; // Time to destroy prefabs
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public Text infoText;
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private int currentIndex = 0; // Index of the current prefab
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void Start()
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{
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UpdateInfoText(); // Update text at start
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}
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void Update()
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{
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// Switch between prefabs with left/right keys
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if (Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.LeftArrow))
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{
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SelectPreviousPrefab();
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}
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if (Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.RightArrow))
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{
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SelectNextPrefab();
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}
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// Instantiate the prefab with one click
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if (Input.GetMouseButtonDown(0))
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{
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RaycastHit hit;
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if (floorCollider.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 1000f))
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{
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GameObject instance = Instantiate(prefabs[currentIndex], hit.point, Quaternion.identity);
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Destroy(instance, destroyDelay); // Destroy in 2 seconds
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}
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}
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// Rotate the camera around the pivot
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cameraPivot.Rotate(Vector3.up * (cameraRotationSpeed * Time.deltaTime)); // Rotates on the Y axis
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}
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private void SelectPreviousPrefab() // Previous prefab
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{
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currentIndex--;
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if (currentIndex < 0)
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{
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currentIndex = prefabs.Length - 1;
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}
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UpdateInfoText();
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}
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private void SelectNextPrefab() // Next prefab
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{
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currentIndex++;
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if (currentIndex >= prefabs.Length)
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{
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currentIndex = 0;
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}
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UpdateInfoText();
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}
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private void UpdateInfoText() // Name and number of the prefab
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{
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int currentNumber = currentIndex + 1;
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int totalNumber = prefabs.Length;
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infoText.text = $"({currentNumber}/{totalNumber}) \nPrefab actual: {prefabs[currentIndex].name} ";
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}
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}
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