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using Pathfinding;
using System;
using UnityEngine;
public class ObjectPlacer : MonoBehaviour
{
public bool direct;
public GameObject go;
public bool issueGUOs = true;
public void PlaceObject()
{
RaycastHit hit;
if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, float.PositiveInfinity))
{
Vector3 point = hit.point;
GameObject obj2 = (GameObject) UnityEngine.Object.Instantiate(this.go, point, Quaternion.identity);
if (this.issueGUOs)
{
GraphUpdateObject ob = new GraphUpdateObject(obj2.collider.bounds);
AstarPath.active.UpdateGraphs(ob);
if (this.direct)
{
AstarPath.active.FlushGraphUpdates();
}
}
}
}
public void RemoveObject()
{
RaycastHit hit;
if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, float.PositiveInfinity) && (!hit.collider.isTrigger && (hit.transform.gameObject.name != "Ground")))
{
Bounds b = hit.collider.bounds;
UnityEngine.Object.Destroy(hit.collider);
UnityEngine.Object.Destroy(hit.collider.gameObject);
if (this.issueGUOs)
{
GraphUpdateObject ob = new GraphUpdateObject(b);
AstarPath.active.UpdateGraphs(ob, 0f);
if (this.direct)
{
AstarPath.active.FlushGraphUpdates();
}
}
}
}
private void Start()
{
}
private void Update()
{
if (Input.GetKeyDown("p"))
{
this.PlaceObject();
}
if (Input.GetKeyDown("r"))
{
this.RemoveObject();
}
}
}
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