Re-implemented dirt overlap

This commit is contained in:
Gregory Campbell
2020-06-05 14:35:07 -04:00
parent 7ecba67fc9
commit b51124c1b4
+9 -3
View File
@@ -111,7 +111,13 @@ public class GameScript : MonoBehaviour
ObjectSprites[Random.Range(0, ObjectSprites.Length)];
Object.transform.localScale *= sizeChange;
Object.AddComponent<BoxCollider2D>();
Object.GetComponent<BoxCollider2D>().size *= sizeChange;
Vector3 boundary = Object.GetComponent<BoxCollider2D>().size * 0.45f;
Destroy(Object.GetComponent<BoxCollider2D>());
Object.AddComponent<PolygonCollider2D>();
for(int i = 0; i < Random.Range(10, 30); i++)
@@ -124,12 +130,12 @@ public class GameScript : MonoBehaviour
do{
xBound = Random.Range(-8, 8);
yBound = Random.Range(-5, 5);
xBound = Random.Range(-boundary.x, boundary.x);
yBound = Random.Range(-boundary.y, boundary.y);
placement = Physics2D.Raycast(new Vector2(xBound, yBound), Vector2.zero);
}while(placement.collider == null || placement.collider.gameObject.tag != "Object");
}while(placement.collider == null);
Instantiate(Dirt, new Vector2(xBound, yBound), Quaternion.identity);
}