Fix for tetrominoes falling partway through the floor.

This commit is contained in:
Kaj Forney 2021-10-08 20:58:19 -06:00
parent 184524db56
commit feda7a1a8a
Signed by: kforney
GPG key ID: 3AB4E2E04CEF656F
5 changed files with 63 additions and 64 deletions

View file

@ -70,6 +70,7 @@ public class tetromino : MonoBehaviour
private bool validateFall(Transform pieceToCheck) //returns true if the next step collides with something
{
//Cast a ray to the next position of the tetromino.
//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)
@ -83,10 +84,8 @@ public class tetromino : MonoBehaviour
}
return true;
}
else
{
return false;
}
return false;
}
void Fall()

View file

@ -6,7 +6,7 @@
"com.unity.2d.sprite": "1.0.0",
"com.unity.2d.spriteshape": "6.0.1",
"com.unity.2d.tilemap": "1.0.0",
"com.unity.collab-proxy": "1.9.0",
"com.unity.collab-proxy": "1.11.2",
"com.unity.ide.rider": "3.0.7",
"com.unity.ide.visualstudio": "2.0.11",
"com.unity.ide.vscode": "1.2.4",

View file

@ -73,7 +73,7 @@
"dependencies": {}
},
"com.unity.collab-proxy": {
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"version": "1.11.2",
"depth": 0,
"source": "registry",
"dependencies": {},

View file

@ -1,56 +1,56 @@
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@ -1,2 +1,2 @@
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