@@ -475,7 +475,7 @@ public override void FinishBuildAimControls(bool isCancel)
475475
476476 public void FindAndSetBuildingAreaByAxes ( Vector2 aimAxes )
477477 {
478- Vector3 tempVector3 = CacheTransform . position + ( GameplayUtils . GetDirectionByAxes ( CacheGameplayCameraTransform , aimAxes . x , aimAxes . y ) * ConstructingBuildingEntity . buildDistance ) ;
478+ Vector3 tempVector3 = CacheTransform . position + ( GameplayUtils . GetDirectionByAxes ( CacheGameplayCameraTransform , aimAxes . x , aimAxes . y ) * ConstructingBuildingEntity . BuildDistance ) ;
479479 LoopSetBuildingArea ( physicFunctions . Raycast ( tempVector3 , Vector3 . down , 100f , CurrentGameInstance . GetBuildLayerMask ( ) ) ) ;
480480 }
481481
@@ -498,7 +498,7 @@ private bool LoopSetBuildingArea(int count)
498498 for ( int tempCounter = 0 ; tempCounter < count ; ++ tempCounter )
499499 {
500500 tempTransform = physicFunctions . GetRaycastTransform ( tempCounter ) ;
501- tempVector3 = GameplayUtils . ClampPosition ( CacheTransform . position , physicFunctions . GetRaycastPoint ( tempCounter ) , ConstructingBuildingEntity . buildDistance ) ;
501+ tempVector3 = GameplayUtils . ClampPosition ( CacheTransform . position , physicFunctions . GetRaycastPoint ( tempCounter ) , ConstructingBuildingEntity . BuildDistance ) ;
502502 tempVector3 . y = physicFunctions . GetRaycastPoint ( tempCounter ) . y ;
503503
504504 buildingArea = tempTransform . GetComponent < BuildingArea > ( ) ;
@@ -516,7 +516,7 @@ private bool LoopSetBuildingArea(int count)
516516 }
517517
518518 if ( buildingArea . IsPartOfBuildingEntity ( ConstructingBuildingEntity ) ||
519- ! ConstructingBuildingEntity . buildingTypes . Contains ( buildingArea . buildingType ) )
519+ ! ConstructingBuildingEntity . BuildingTypes . Contains ( buildingArea . buildingType ) )
520520 {
521521 // Skip because this area is not allowed to build the building that you are going to build
522522 continue ;
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