From c7c963707d1f040837c9fdd552657334a0aed084 Mon Sep 17 00:00:00 2001 From: = Date: Wed, 14 Mar 2018 00:12:13 -0400 Subject: [PATCH] the snapping tracks now snap to rotation as well --- Assets/Scripts/CoasterSpawning.cs | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/Assets/Scripts/CoasterSpawning.cs b/Assets/Scripts/CoasterSpawning.cs index 66ee218..dc88496 100644 --- a/Assets/Scripts/CoasterSpawning.cs +++ b/Assets/Scripts/CoasterSpawning.cs @@ -72,7 +72,9 @@ void Update () { 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; @@ -85,6 +87,8 @@ void Update () { } else { spawnPosition = spawnPositionBackward; } + + spawnRotation = groundHit.collider.gameObject.transform.eulerAngles.y; } lastspawned = true; @@ -94,7 +98,7 @@ void Update () { 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) {