Fixed yield collecting bug
Implemented OverlapCircleAll and FindAll Reverted SortingOrder changes to prefabs
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adea3b05d4
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@ -208,7 +208,7 @@ SpriteRenderer:
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m_LightmapParameters: {fileID: 0}
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m_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingLayer: 0
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m_SortingOrder: 3
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m_SortingOrder: 4
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m_Sprite: {fileID: 21300000, guid: 9bd2451627165d44ab67ea16cdabaf2f, type: 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_Color: {r: 1, g: 1, b: 1, a: 1}
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m_FlipX: 0
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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_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingLayer: 0
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m_SortingOrder: 3
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m_SortingOrder: 4
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m_Sprite: {fileID: 21300000, guid: f67e7f54162405141b42d32ef8df76ad, type: 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_Color: {r: 1, g: 1, b: 1, a: 1}
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m_FlipX: 0
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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_LightmapParameters: {fileID: 0}
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m_SortingLayerID: 0
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingLayer: 0
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m_SortingOrder: 3
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m_SortingOrder: 4
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m_Sprite: {fileID: 21300000, guid: 5c630d8b4d37f5d4f974d38f670ad5c1, type: 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_Color: {r: 1, g: 1, b: 1, a: 1}
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m_FlipX: 0
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m_FlipX: 0
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@ -1,3 +1,4 @@
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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/// <summary>
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/// <summary>
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/// Handles what happens when the user clicks on a collider
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/// Handles what happens when the user clicks on a collider
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@ -9,15 +10,15 @@ public class ClickBehavior : MonoBehaviour
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if (Input.GetMouseButton(0))
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if (Input.GetMouseButton(0))
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{
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{
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Vector2 clickPoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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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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List<Collider2D> listColliders = new(Physics2D.OverlapCircleAll(clickPoint, 0.05f));
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Collider2D collider = Physics2D.OverlapPoint(clickPoint);
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List<Collider2D> resourceColliders = listColliders.FindAll(obj => obj.CompareTag("Resource"));
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if (collider != null)
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if (resourceColliders != null)
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{
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{
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Debug.Log("Colliding with " + collider.tag);
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foreach (Collider2D collider in resourceColliders)
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if (collider.CompareTag("Resource"))
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{
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{
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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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}
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}
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}
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}
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}
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