Ajustement de l'ordre des sprite des recoltes
Implementation de OverlapPoint pour remplacer RaycastHit
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@ -208,7 +208,7 @@ SpriteRenderer:
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 4
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m_SortingOrder: 3
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m_Sprite: {fileID: 21300000, guid: 9bd2451627165d44ab67ea16cdabaf2f, type: 3}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_FlipX: 0
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@ -208,7 +208,7 @@ SpriteRenderer:
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 4
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m_SortingOrder: 3
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m_Sprite: {fileID: 21300000, guid: f67e7f54162405141b42d32ef8df76ad, type: 3}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_FlipX: 0
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@ -208,7 +208,7 @@ SpriteRenderer:
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 4
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m_SortingOrder: 3
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m_Sprite: {fileID: 21300000, guid: 5c630d8b4d37f5d4f974d38f670ad5c1, type: 3}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_FlipX: 0
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@ -9,12 +9,14 @@ public class ClickBehavior : MonoBehaviour
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if (Input.GetMouseButton(0))
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{
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Vector2 clickPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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RaycastHit2D hit = Physics2D.Raycast(clickPoint, transform.up);
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if (hit.collider != null)
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//RaycastHit2D hit = Physics2D.Raycast(clickPoint, transform.up);
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Collider2D collider = Physics2D.OverlapPoint(clickPoint);
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if (collider != null)
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{
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if (hit.collider.CompareTag("Resource"))
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Debug.Log("Colliding with " + collider.tag);
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if (collider.CompareTag("Resource"))
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{
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hit.collider.GetComponent<ResourceMaker>().GenerateResource();
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collider.GetComponent<ResourceMaker>().GenerateResource();
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}
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}
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}
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