Fixed yield collecting bug

Implemented OverlapCircleAll and FindAll
Reverted SortingOrder changes to prefabs
This commit is contained in:
Ader Alisma 01 2023-07-30 15:55:54 -04:00
parent adea3b05d4
commit cfeb6bb09b
4 changed files with 9 additions and 8 deletions

View File

@ -208,7 +208,7 @@ SpriteRenderer:
m_LightmapParameters: {fileID: 0} m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0 m_SortingLayerID: 0
m_SortingLayer: 0 m_SortingLayer: 0
m_SortingOrder: 3 m_SortingOrder: 4
m_Sprite: {fileID: 21300000, guid: 9bd2451627165d44ab67ea16cdabaf2f, type: 3} m_Sprite: {fileID: 21300000, guid: 9bd2451627165d44ab67ea16cdabaf2f, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1} m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0 m_FlipX: 0

View File

@ -208,7 +208,7 @@ SpriteRenderer:
m_LightmapParameters: {fileID: 0} m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0 m_SortingLayerID: 0
m_SortingLayer: 0 m_SortingLayer: 0
m_SortingOrder: 3 m_SortingOrder: 4
m_Sprite: {fileID: 21300000, guid: f67e7f54162405141b42d32ef8df76ad, type: 3} m_Sprite: {fileID: 21300000, guid: f67e7f54162405141b42d32ef8df76ad, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1} m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0 m_FlipX: 0

View File

@ -208,7 +208,7 @@ SpriteRenderer:
m_LightmapParameters: {fileID: 0} m_LightmapParameters: {fileID: 0}
m_SortingLayerID: 0 m_SortingLayerID: 0
m_SortingLayer: 0 m_SortingLayer: 0
m_SortingOrder: 3 m_SortingOrder: 4
m_Sprite: {fileID: 21300000, guid: 5c630d8b4d37f5d4f974d38f670ad5c1, type: 3} m_Sprite: {fileID: 21300000, guid: 5c630d8b4d37f5d4f974d38f670ad5c1, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1} m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0 m_FlipX: 0

View File

@ -1,3 +1,4 @@
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
/// <summary> /// <summary>
/// Handles what happens when the user clicks on a collider /// Handles what happens when the user clicks on a collider
@ -9,15 +10,15 @@ public class ClickBehavior : MonoBehaviour
if (Input.GetMouseButton(0)) if (Input.GetMouseButton(0))
{ {
Vector2 clickPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition); Vector2 clickPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
//RaycastHit2D hit = Physics2D.Raycast(clickPoint, transform.up); List<Collider2D> listColliders = new(Physics2D.OverlapCircleAll(clickPoint, 0.05f));
Collider2D collider = Physics2D.OverlapPoint(clickPoint); List<Collider2D> resourceColliders = listColliders.FindAll(obj => obj.CompareTag("Resource"));
if (collider != null) if (resourceColliders != null)
{ {
Debug.Log("Colliding with " + collider.tag); foreach (Collider2D collider in resourceColliders)
if (collider.CompareTag("Resource"))
{ {
collider.GetComponent<ResourceMaker>().GenerateResource(); collider.GetComponent<ResourceMaker>().GenerateResource();
} }
} }
} }
} }