Fix self-collision issue.

This commit is contained in:
Kaj Forney 2021-10-21 10:51:06 -06:00
parent 9fa578d6a6
commit c5228b3a69
Signed by: kforney
GPG key ID: 3AB4E2E04CEF656F
2 changed files with 200 additions and 6 deletions

View file

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View file

@ -40,15 +40,13 @@ public class tetromino : MonoBehaviour
//I want to run this for each piece of the tetromino.
foreach (Transform child in transform)
{
//Only do this if it's a piece at the bottom, so we don't detect ourself as a collision.
if (Math.Abs(child.localPosition.y - (0.5)) < 0.001) //my IDE suggested I do this to fix floating-point comparison issues, and I see the logic at work here.
{
if (validateFall(child))
{
wouldCollide = true;
break;
}
}
}
if (wouldCollide == false)
@ -70,7 +68,7 @@ public class tetromino : MonoBehaviour
//NOTE: disabled "Queries Start in Colliders" in Project Settings>Physics 2D (thank you again, Tavi).
RaycastHit2D collision = Physics2D.Raycast(pieceToCheck.position, Vector2.down, 1.0f);
// Debug.DrawRay(pieceToCheck.position,Vector3.down,Color.red,1000.0f);
if (collision.collider != null && collision.collider.name != pieceToCheck.name)
if (collision.collider != null && collision.collider.transform.parent != pieceToCheck.parent)
{
Debug.Log("Collided with object: " + collision.collider.name);
//We hit something, but what?