I have a few rooms which are placed randomly so I have to check if a room is overlapping. The rooms have a size of 10x10 and are for test reasons placed exactly side by side (they don't overlap in the scene). The Floor is a Transform which consists out of 1 or more Transforms (in this case out of one square but for other forms it it could be 2 or more).
To check if they are overlapping I have this function which doesn't work. Debug log is always something between 3 and 61..
public bool Overlapping()
{
//Lists for the position and of the size of each floor transform
List<Vector3> positions = new List<Vector3>();
List<Vector3> sizes = new List<Vector3>();
//Check if floor consists out of more than 1 transform
if (Floor.childCount > 0)
foreach (Transform t in Floor)
{
positions.Add(t.position);
sizes.Add(t.lossyScale);
}
else
{
positions.Add(Floor.position);
sizes.Add(Floor.lossyScale);
}
//Save old room pos and move it out of the way
Vector3 position = this.transform.position;
this.transform.position = new Vector3(0, 100, 0);
//Check if any floor transform would overlap
for (int i = 0; i < positions.Count; i++)
{
//Returns the colliders which are overlapping
if (Physics.OverlapBox(positions[i], sizes[i] / 2).Length > 0)
{
Debug.Log(Physics.OverlapBox(positions[i], sizes[i] / 2).Length);
//return this room to it's old position
this.transform.position = position;
return true;
}
}
//return this room to it's old position
this.transform.position = position;
return false;
}
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