Re-implemented dirt overlap
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@@ -111,7 +111,13 @@ public class GameScript : MonoBehaviour
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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.transform.localScale *= sizeChange;
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Object.transform.localScale *= sizeChange;
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Object.AddComponent<BoxCollider2D>();
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Object.GetComponent<BoxCollider2D>().size *= sizeChange;
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Vector3 boundary = Object.GetComponent<BoxCollider2D>().size * 0.45f;
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Destroy(Object.GetComponent<BoxCollider2D>());
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Destroy(Object.GetComponent<BoxCollider2D>());
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Object.AddComponent<PolygonCollider2D>();
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Object.AddComponent<PolygonCollider2D>();
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for(int i = 0; i < Random.Range(10, 30); i++)
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for(int i = 0; i < Random.Range(10, 30); i++)
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@@ -124,12 +130,12 @@ public class GameScript : MonoBehaviour
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do{
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do{
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xBound = Random.Range(-8, 8);
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xBound = Random.Range(-boundary.x, boundary.x);
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yBound = Random.Range(-5, 5);
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yBound = Random.Range(-boundary.y, boundary.y);
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placement = Physics2D.Raycast(new Vector2(xBound, yBound), Vector2.zero);
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placement = Physics2D.Raycast(new Vector2(xBound, yBound), Vector2.zero);
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}while(placement.collider == null || placement.collider.gameObject.tag != "Object");
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}while(placement.collider == null);
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Instantiate(Dirt, new Vector2(xBound, yBound), Quaternion.identity);
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Instantiate(Dirt, new Vector2(xBound, yBound), Quaternion.identity);
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}
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}
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