Fix for tetrominoes falling partway through the floor.
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parent
184524db56
commit
feda7a1a8a
5 changed files with 63 additions and 64 deletions
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@ -70,6 +70,7 @@ public class tetromino : MonoBehaviour
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private bool validateFall(Transform pieceToCheck) //returns true if the next step collides with something
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private bool validateFall(Transform pieceToCheck) //returns true if the next step collides with something
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{
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{
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//Cast a ray to the next position of the tetromino.
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//Cast a ray to the next position of the tetromino.
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//NOTE: disabled "Queries Start in Colliders" in Project Settings>Physics 2D (thank you again, Tavi).
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RaycastHit2D collision = Physics2D.Raycast(pieceToCheck.position, Vector2.down, 1.0f);
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RaycastHit2D collision = Physics2D.Raycast(pieceToCheck.position, Vector2.down, 1.0f);
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Debug.DrawRay(pieceToCheck.position,Vector3.down,Color.red,1000.0f);
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Debug.DrawRay(pieceToCheck.position,Vector3.down,Color.red,1000.0f);
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if (collision.collider != null && collision.collider.name != pieceToCheck.name)
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if (collision.collider != null && collision.collider.name != pieceToCheck.name)
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@ -83,10 +84,8 @@ public class tetromino : MonoBehaviour
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}
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}
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return true;
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return true;
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}
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}
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else
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{
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return false;
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return false;
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}
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}
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}
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void Fall()
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void Fall()
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@ -6,7 +6,7 @@
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"com.unity.2d.sprite": "1.0.0",
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"com.unity.2d.sprite": "1.0.0",
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"com.unity.2d.spriteshape": "6.0.1",
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"com.unity.2d.spriteshape": "6.0.1",
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"com.unity.2d.tilemap": "1.0.0",
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"com.unity.2d.tilemap": "1.0.0",
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"com.unity.collab-proxy": "1.9.0",
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"com.unity.collab-proxy": "1.11.2",
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"com.unity.ide.rider": "3.0.7",
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"com.unity.ide.rider": "3.0.7",
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"com.unity.ide.visualstudio": "2.0.11",
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"com.unity.ide.visualstudio": "2.0.11",
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"com.unity.ide.vscode": "1.2.4",
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"com.unity.ide.vscode": "1.2.4",
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@ -73,7 +73,7 @@
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"dependencies": {}
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"dependencies": {}
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},
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},
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"com.unity.collab-proxy": {
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"com.unity.collab-proxy": {
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"version": "1.9.0",
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"version": "1.11.2",
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"depth": 0,
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"depth": 0,
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"source": "registry",
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"source": "registry",
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"dependencies": {},
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"dependencies": {},
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@ -1,56 +1,56 @@
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%YAML 1.1
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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%TAG !u! tag:unity3d.com,2011:
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--- !u!19 &1
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--- !u!19 &1
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Physics2DSettings:
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Physics2DSettings:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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serializedVersion: 4
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serializedVersion: 5
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m_Gravity: {x: 0, y: -9.81}
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m_Gravity: {x: 0, y: -9.81}
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m_DefaultMaterial: {fileID: 0}
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m_DefaultMaterial: {fileID: 0}
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m_VelocityIterations: 8
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m_VelocityIterations: 8
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m_PositionIterations: 3
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m_PositionIterations: 3
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m_VelocityThreshold: 1
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m_VelocityThreshold: 1
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m_MaxLinearCorrection: 0.2
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m_MaxLinearCorrection: 0.2
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m_MaxAngularCorrection: 8
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m_MaxAngularCorrection: 8
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m_MaxTranslationSpeed: 100
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m_MaxTranslationSpeed: 100
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m_MaxRotationSpeed: 360
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m_MaxRotationSpeed: 360
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m_BaumgarteScale: 0.2
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m_BaumgarteScale: 0.2
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m_BaumgarteTimeOfImpactScale: 0.75
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m_BaumgarteTimeOfImpactScale: 0.75
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m_TimeToSleep: 0.5
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m_TimeToSleep: 0.5
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m_LinearSleepTolerance: 0.01
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m_LinearSleepTolerance: 0.01
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m_AngularSleepTolerance: 2
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m_AngularSleepTolerance: 2
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m_DefaultContactOffset: 0.01
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m_DefaultContactOffset: 0.01
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m_JobOptions:
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m_JobOptions:
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serializedVersion: 2
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serializedVersion: 2
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useMultithreading: 0
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useMultithreading: 0
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useConsistencySorting: 0
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useConsistencySorting: 0
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m_InterpolationPosesPerJob: 100
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m_InterpolationPosesPerJob: 100
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m_NewContactsPerJob: 30
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m_NewContactsPerJob: 30
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m_CollideContactsPerJob: 100
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m_CollideContactsPerJob: 100
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m_ClearFlagsPerJob: 200
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m_ClearFlagsPerJob: 200
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m_ClearBodyForcesPerJob: 200
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m_ClearBodyForcesPerJob: 200
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m_SyncDiscreteFixturesPerJob: 50
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m_SyncDiscreteFixturesPerJob: 50
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m_SyncContinuousFixturesPerJob: 50
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m_SyncContinuousFixturesPerJob: 50
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m_FindNearestContactsPerJob: 100
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m_FindNearestContactsPerJob: 100
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m_UpdateTriggerContactsPerJob: 100
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m_UpdateTriggerContactsPerJob: 100
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m_IslandSolverCostThreshold: 100
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m_IslandSolverCostThreshold: 100
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m_IslandSolverBodyCostScale: 1
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m_IslandSolverBodyCostScale: 1
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m_IslandSolverContactCostScale: 10
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m_IslandSolverContactCostScale: 10
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m_IslandSolverJointCostScale: 10
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m_IslandSolverJointCostScale: 10
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m_IslandSolverBodiesPerJob: 50
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m_IslandSolverBodiesPerJob: 50
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m_IslandSolverContactsPerJob: 50
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m_IslandSolverContactsPerJob: 50
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m_AutoSimulation: 1
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m_SimulationMode: 0
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m_QueriesHitTriggers: 1
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m_QueriesHitTriggers: 1
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m_QueriesStartInColliders: 1
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m_QueriesStartInColliders: 0
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m_CallbacksOnDisable: 1
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m_CallbacksOnDisable: 1
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m_ReuseCollisionCallbacks: 1
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m_ReuseCollisionCallbacks: 1
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m_AutoSyncTransforms: 0
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m_AutoSyncTransforms: 0
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m_AlwaysShowColliders: 0
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m_AlwaysShowColliders: 0
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m_ShowColliderSleep: 1
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m_ShowColliderSleep: 1
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m_ShowColliderContacts: 0
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m_ShowColliderContacts: 0
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m_ShowColliderAABB: 0
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m_ShowColliderAABB: 0
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m_ContactArrowScale: 0.2
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m_ContactArrowScale: 0.2
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m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412}
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m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412}
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m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
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m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
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m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
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m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
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m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
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m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
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m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
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m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
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@ -1,2 +1,2 @@
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m_EditorVersion: 2021.1.22f1
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m_EditorVersion: 2021.1.24f1
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m_EditorVersionWithRevision: 2021.1.22f1 (a137e5fb0427)
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m_EditorVersionWithRevision: 2021.1.24f1 (6667702a1e7c)
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