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the snapping tracks now snap to rotation as well
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ajayyy committed Mar 14, 2018
1 parent 9fad1bd commit c7c9637
Showing 1 changed file with 6 additions and 2 deletions.
8 changes: 6 additions & 2 deletions Assets/Scripts/CoasterSpawning.cs
Original file line number Diff line number Diff line change
Expand Up @@ -72,7 +72,9 @@ public class CoasterSpawning : MonoBehaviour {

Vector3 spawnPosition = currentThumbnail.transform.position;

if(groundHit.collider.gameObject.tag == "Track") {
float spawnRotation = currentThumbnail.transform.eulerAngles.y;

if (groundHit.collider.gameObject.tag == "Track") {

Vector3 spawnPositionForward = groundHit.collider.gameObject.transform.position + (groundHit.collider.gameObject.transform.forward * ((BoxCollider)groundHit.collider).size.z) * groundHit.collider.gameObject.transform.localScale.x;
Vector3 spawnPositionBackward = groundHit.collider.gameObject.transform.position + ((-groundHit.collider.gameObject.transform.forward) * ((BoxCollider)groundHit.collider).size.z) * groundHit.collider.gameObject.transform.localScale.x;
Expand All @@ -85,6 +87,8 @@ public class CoasterSpawning : MonoBehaviour {
} else {
spawnPosition = spawnPositionBackward;
}

spawnRotation = groundHit.collider.gameObject.transform.eulerAngles.y;
}

lastspawned = true;
Expand All @@ -94,7 +98,7 @@ public class CoasterSpawning : MonoBehaviour {
newCoaster.transform.parent = newCoaster.transform.root;

newCoaster.transform.position = spawnPosition;
newCoaster.transform.eulerAngles = new Vector3(0, currentThumbnail.transform.eulerAngles.y, 0);
newCoaster.transform.eulerAngles = new Vector3(0, spawnRotation, 0);
}

} else if (Input.GetAxis("RightTrigger") != 1) {
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