Implemented small dirt sprites to randomly generate on the object
This commit is contained in:
+27
-3
@@ -4,7 +4,28 @@ using UnityEngine;
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public class ObjectScript : MonoBehaviour
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public class ObjectScript : MonoBehaviour
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{
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{
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void OnCollisionEnter2D(Collision2D other){
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/*public GameObject Dirt;
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public GameObject Spray;
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void Start(){
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this.gameObject.AddComponent<BoxCollider2D>();
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Vector3 boundary = this.GetComponent<BoxCollider2D>().size;
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for(int i = 0; i < 20; i++)
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{
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float xBound = Random.Range(-boundary.x, boundary.x);
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float yBound = Random.Range(-boundary.y, boundary.y);
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Instantiate(Dirt, new Vector2(xBound, yBound), Quaternion.identity);
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}
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}*/
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void OnCollisionStay2D(Collision2D other){
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/*Texture2D dirt = this.transform.GetChild(0).GetComponent<SpriteRenderer>().sprite.texture;
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Texture2D spray = this.transform.GetChild(1).GetComponent<SpriteRenderer>().sprite.texture;
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if(!this.transform.GetChild(1).gameObject.activeInHierarchy &&
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if(!this.transform.GetChild(1).gameObject.activeInHierarchy &&
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other.gameObject.name == "SprayBottle")
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other.gameObject.name == "SprayBottle")
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@@ -17,9 +38,12 @@ public class ObjectScript : MonoBehaviour
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{
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{
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this.transform.GetChild(0).gameObject.SetActive(false);
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this.transform.GetChild(0).gameObject.SetActive(false);
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this.transform.GetChild(1).gameObject.SetActive(false);
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this.transform.GetChild(1).gameObject.SetActive(false);
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}
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//Debug.Log((int)other.transform.position.x + ", " + (int)other.transform.position.y);
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}*/
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//Debug.Log("Collision");
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//Debug.Log("Collision");
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}
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}
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}
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}
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--- !u!1 &1425971015
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--- !u!4 &1664203757
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--- !u!4 &1664203757
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{
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{
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public GameObject Object;
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public GameObject Object;
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public GameObject Dirt;
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public GameObject Spray;
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public Sprite[] ObjectSprites;
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public Sprite[] ObjectSprites;
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private bool clicked = false;
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private bool clicked = false;
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@@ -18,9 +20,17 @@ public class GameScript : MonoBehaviour
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Object.GetComponent<SpriteRenderer>().sprite =
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Object.GetComponent<SpriteRenderer>().sprite =
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ObjectSprites[Random.Range(0, ObjectSprites.Length)];
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ObjectSprites[Random.Range(0, ObjectSprites.Length)];
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Object.AddComponent<PolygonCollider2D>();
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Object.AddComponent<BoxCollider2D>();
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Object.transform.GetChild(0).gameObject.SetActive(true);
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Vector3 boundary = Object.GetComponent<BoxCollider2D>().size * 0.4f;
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for(int i = 0; i < 20; i++)
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{
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float xBound = Random.Range(-boundary.x, boundary.x);
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float yBound = Random.Range(-boundary.y, boundary.y);
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Instantiate(Dirt, new Vector2(xBound, yBound), Quaternion.identity);
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}
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}
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Reference in New Issue
Block a user