void FixedUpdate() { RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.left, length, 1); if (hit.collider != null) { //Debug.Log(hit.collider.gameObject.name); BoatsMoveScript = hit.collider.gameObject.GetComponent <BoatsMove>(); SpriteRenderer renderer = hit.collider.gameObject.GetComponent <SpriteRenderer>(); if (BoatsMoveScript.entering == true) { BoatsMoveScript.interactable = true; } if (Input.GetKeyDown(KeyCode.Space)) { BoatsMoveScript.entering = false; BoatsMoveScript = null; renderer = null; //change point sprite to the one looking away } } else { BoatsMoveScript.interactable = false; BoatsMoveScript = null; } Debug.DrawRay(transform.position, Vector2.left * length, Color.black); }
void FixedUpdate() { RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.left, length, 1); if (hit.collider != null) { //Debug.Log(hit.collider.gameObject.name); BoatsMoveScript = hit.collider.gameObject.GetComponent <BoatsMove>(); //Debug.Log("Press Spacebar"); if (hit.collider.gameObject.name == "RefugeeSprite(Clone)") { //put highlight in here } if (Input.GetKeyDown(KeyCode.Space)) { BoatsMoveScript.entering = false; BoatsMoveScript = null; //change point sprite to the one looking away } } Debug.DrawRay(transform.position, Vector2.left * length, Color.black); }