コード例 #1
0
    public void InitializeRotated(int rotation)
    {
        ContactFilter2D filter = new ContactFilter2D();

        filter.useLayerMask = true;
        filter.layerMask    = 1 << LayerMask.NameToLayer("ConveyorBelt");
        int countRegular     = 0;
        int countUnderground = 0;

        Collider2D[] regular     = new Collider2D[1];
        Collider2D[] underground = new Collider2D[searchDist + 2];
        items = new ItemEntity[4];

        switch (rotation)
        {
        case 0:     //east input
            outputOrientation = ConveyorBelt.OutputOrientation.East;
            transitionGround  = TransitionGround.input;
            countRegular      = Physics2D.OverlapBox((Vector2)this.transform.position - new Vector2(1, 0), new Vector2(0.5f, 0.5f), 0, filter, regular);
            countUnderground  = Physics2D.OverlapBox((Vector2)this.transform.position + new Vector2(searchDist / 2.0f, 0), new Vector2(searchDist, 0.5f), 0, filter, underground);
            if (countRegular >= 1)
            {
                IBeltElement temp = regular[0].GetComponent <IBeltElement>();
                if (temp.GetOutputOrientation() == outputOrientation)
                {
                    input = temp;
                    temp.SetNextBeltElement(this);
                }
            }

            for (int i = 0; i < countUnderground; i++)
            {
                UndergroundBelt temp;
                if (underground[i].TryGetComponent(out temp) &&
                    (output == null || output.GetPosition().x > temp.GetPosition().x) &&                              //check if one found is closer than current connection
                    (temp.transitionGround == TransitionGround.output && temp.outputOrientation == outputOrientation) //check orientation and that it is output
                    )
                {
                    output = temp;
                    temp.SetPrevBeltElement(this);
                }
            }
            break;

        case 1:     //east output
            outputOrientation = ConveyorBelt.OutputOrientation.East;
            transitionGround  = TransitionGround.output;
            countRegular      = Physics2D.OverlapBox((Vector2)this.transform.position + new Vector2(1, 0), new Vector2(0.5f, 0.5f), 0, filter, regular);
            countUnderground  = Physics2D.OverlapBox((Vector2)this.transform.position - new Vector2(searchDist / 2.0f, 0), new Vector2(searchDist, 0.5f), 0, filter, underground);

            if (countRegular >= 1)
            {
                IBeltElement temp = regular[0].GetComponent <IBeltElement>();
                if (temp.CanConnectToBeltElement(this))
                {
                    output = temp;
                    temp.SetPrevBeltElement(this);
                }
            }

            for (int i = 0; i < countUnderground; i++)
            {
                UndergroundBelt temp;
                if (underground[i].TryGetComponent(out temp) &&
                    (input == null || input.GetPosition().x < temp.GetPosition().x) &&                               //check if one found is closer than current connection
                    (temp.transitionGround == TransitionGround.input && temp.outputOrientation == outputOrientation) //check orientation and that it is output
                    )
                {
                    input = temp;
                    input.SetNextBeltElement(this);
                }
            }
            break;

        case 2:     //north input
            outputOrientation = ConveyorBelt.OutputOrientation.North;
            transitionGround  = TransitionGround.input;
            countRegular      = Physics2D.OverlapBox((Vector2)this.transform.position - new Vector2(0, 1), new Vector2(0.5f, 0.5f), 0, filter, regular);
            countUnderground  = Physics2D.OverlapBox((Vector2)this.transform.position + new Vector2(0, searchDist / 2.0f), new Vector2(0.5f, searchDist), 0, filter, underground);

            if (countRegular >= 1)
            {
                IBeltElement temp = regular[0].GetComponent <IBeltElement>();
                if (temp.GetOutputOrientation() == outputOrientation)
                {
                    input = temp;
                    temp.SetNextBeltElement(this);
                }
            }

            for (int i = 0; i < countUnderground; i++)
            {
                UndergroundBelt temp;
                if (underground[i].TryGetComponent(out temp) &&
                    (output == null || output.GetPosition().y > temp.GetPosition().y) &&                              //check if one found is closer than current connection
                    (temp.transitionGround == TransitionGround.output && temp.outputOrientation == outputOrientation) //check orientation and that it is output
                    )
                {
                    output = temp;
                    output.SetPrevBeltElement(this);
                }
            }

            break;

        case 3:     //north output
            outputOrientation = ConveyorBelt.OutputOrientation.North;
            transitionGround  = TransitionGround.output;
            countRegular      = Physics2D.OverlapBox((Vector2)this.transform.position + new Vector2(0, 1), new Vector2(0.5f, 0.5f), 0, filter, regular);
            countUnderground  = Physics2D.OverlapBox((Vector2)this.transform.position - new Vector2(0, searchDist / 2.0f), new Vector2(0.5f, searchDist), 0, filter, underground);
            if (countRegular >= 1)
            {
                IBeltElement temp = regular[0].GetComponent <IBeltElement>();
                if (temp.CanConnectToBeltElement(this))
                {
                    output = temp;
                    temp.SetPrevBeltElement(this);
                }
            }

            for (int i = 0; i < countUnderground; i++)
            {
                UndergroundBelt temp;
                if (underground[i].TryGetComponent(out temp) &&
                    (input == null || input.GetPosition().y < temp.GetPosition().y) &&                               //check if one found is closer than current connection
                    (temp.transitionGround == TransitionGround.input && temp.outputOrientation == outputOrientation) //check orientation and that it is output
                    )
                {
                    input = temp;
                    input.SetNextBeltElement(this);
                }
            }

            break;

        case 4:     //west input
            outputOrientation = ConveyorBelt.OutputOrientation.West;
            transitionGround  = TransitionGround.input;
            countRegular      = Physics2D.OverlapBox((Vector2)this.transform.position + new Vector2(1, 0), new Vector2(0.5f, 0.5f), 0, filter, regular);
            countUnderground  = Physics2D.OverlapBox((Vector2)this.transform.position - new Vector2(searchDist / 2.0f, 0), new Vector2(searchDist, 0.5f), 0, filter, underground);
            if (countRegular >= 1)
            {
                IBeltElement temp = regular[0].GetComponent <IBeltElement>();
                if (temp.GetOutputOrientation() == outputOrientation)
                {
                    input = temp;
                    temp.SetNextBeltElement(this);
                }
            }

            for (int i = 0; i < countUnderground; i++)
            {
                UndergroundBelt temp;
                if (underground[i].TryGetComponent(out temp) &&
                    (output == null || output.GetPosition().x < temp.GetPosition().x) &&                              //check if one found is closer than current connection
                    (temp.transitionGround == TransitionGround.output && temp.outputOrientation == outputOrientation) //check orientation and that it is output
                    )
                {
                    output = temp;
                    temp.SetPrevBeltElement(this);
                }
            }
            break;

        case 5:     //west output
            outputOrientation = ConveyorBelt.OutputOrientation.West;
            transitionGround  = TransitionGround.output;
            countRegular      = Physics2D.OverlapBox((Vector2)this.transform.position - new Vector2(1, 0), new Vector2(0.5f, 0.5f), 0, filter, regular);
            countUnderground  = Physics2D.OverlapBox((Vector2)this.transform.position + new Vector2(searchDist / 2.0f, 0), new Vector2(searchDist, 0.5f), 0, filter, underground);

            if (countRegular >= 1)
            {
                IBeltElement temp = regular[0].GetComponent <IBeltElement>();
                if (temp.CanConnectToBeltElement(this))
                {
                    output = temp;
                    temp.SetPrevBeltElement(this);
                }
            }

            for (int i = 0; i < countUnderground; i++)
            {
                UndergroundBelt temp;
                if (underground[i].TryGetComponent(out temp) &&
                    (input == null || input.GetPosition().x > temp.GetPosition().x) &&                               //check if one found is closer than current connection
                    (temp.transitionGround == TransitionGround.input && temp.outputOrientation == outputOrientation) //check orientation and that it is output
                    )
                {
                    input = temp;
                    input.SetNextBeltElement(this);
                }
            }
            break;

        case 6:     //south input
            outputOrientation = ConveyorBelt.OutputOrientation.South;
            transitionGround  = TransitionGround.input;
            countRegular      = Physics2D.OverlapBox((Vector2)this.transform.position + new Vector2(0, 1), new Vector2(0.5f, 0.5f), 0, filter, regular);
            countUnderground  = Physics2D.OverlapBox((Vector2)this.transform.position - new Vector2(0, searchDist / 2.0f), new Vector2(0.5f, searchDist), 0, filter, underground);
            if (countRegular >= 1)
            {
                IBeltElement temp = regular[0].GetComponent <IBeltElement>();
                if (temp.GetOutputOrientation() == outputOrientation)
                {
                    input = temp;
                    temp.SetNextBeltElement(this);
                }
            }

            for (int i = 0; i < countUnderground; i++)
            {
                UndergroundBelt temp;
                if (underground[i].TryGetComponent(out temp) &&
                    (output == null || output.GetPosition().y < temp.GetPosition().y) &&                              //check if one found is closer than current connection
                    (temp.transitionGround == TransitionGround.output && temp.outputOrientation == outputOrientation) //check orientation and that it is output
                    )
                {
                    output = temp;
                    output.SetPrevBeltElement(this);
                }
            }

            break;

        default:     //south output
        case 7:
            outputOrientation = ConveyorBelt.OutputOrientation.South;
            transitionGround  = TransitionGround.output;
            countRegular      = Physics2D.OverlapBox((Vector2)this.transform.position - new Vector2(0, 1), new Vector2(0.5f, 0.5f), 0, filter, regular);
            countUnderground  = Physics2D.OverlapBox((Vector2)this.transform.position + new Vector2(0, searchDist / 2.0f), new Vector2(0.5f, searchDist), 0, filter, underground);
            if (countRegular >= 1)
            {
                IBeltElement temp = regular[0].GetComponent <IBeltElement>();
                if (temp.CanConnectToBeltElement(this))
                {
                    output = temp;
                    temp.SetPrevBeltElement(this);
                }
            }

            for (int i = 0; i < countUnderground; i++)
            {
                UndergroundBelt temp;
                if (underground[i].TryGetComponent(out temp) &&
                    (input == null || input.GetPosition().y < temp.GetPosition().y) &&                               //check if one found is closer than current connection
                    (temp.transitionGround == TransitionGround.input && temp.outputOrientation == outputOrientation) //check orientation and that it is output
                    )
                {
                    input = temp;
                    input.SetNextBeltElement(this);
                }
            }
            break;
        }
        GetComponent <SpriteRenderer>().sprite = AnimationPropertiesPool.Instance.rotatedSpriteProperties[rotatedSpritePropertyId].sprites[rotation];
    }
コード例 #2
0
    /// <summary>
    /// TODO: handle case where position is == (a splitter leading into a splitter)
    /// </summary>
    /// <param name="rotation"></param>
    public void InitializeRotated(int rotation)
    {
        rotation = rotation % 4;
        ContactFilter2D filter = new ContactFilter2D();

        filter.useLayerMask = true;
        filter.layerMask    = 1 << LayerMask.NameToLayer("ConveyorBelt");
        Collider2D[] resultsTopAndLeft     = new Collider2D[3];
        Collider2D[] resultsBottomAndRight = new Collider2D[3];
        int          countTop;
        int          countBottom;
        int          countLeft;
        int          countRight;

        items = new ItemEntity[maxBufferCapacity];

        switch (rotation)
        {
        case 0:
            outputOrientation = ConveyorBelt.OutputOrientation.East;
            GetComponent <BoxCollider2D>().size = new Vector2(1, 2);
            //rundown: drop overlapbox for left and right
            //if a belt is added later, setnextbelt and setprevbelt will take care of properly assigning belts
            countTop    = Physics2D.OverlapBox(this.transform.position + new Vector3(0, 0.5f), new Vector2(2, 0.5f), 0, filter, resultsTopAndLeft);
            countBottom = Physics2D.OverlapBox(this.transform.position + new Vector3(0, -0.5f), new Vector2(2, 0.5f), 0, filter, resultsBottomAndRight);
            for (int i = 0; i < countTop; i++)
            {
                if (resultsTopAndLeft[i].gameObject == this.gameObject)
                {
                    continue;
                }
                if (resultsTopAndLeft[i].transform.position.x < this.transform.position.x)
                {
                    IBeltElement temp = resultsTopAndLeft[i].GetComponent <IBeltElement>();
                    if (temp.GetOutputOrientation() == this.outputOrientation)
                    {
                        temp.SetNextBeltElement(this);
                        leftInput = temp;
                    }
                }
                else if (resultsTopAndLeft[i].transform.position.x > this.transform.position.x)
                {
                    IBeltElement temp = resultsTopAndLeft[i].GetComponent <IBeltElement>();
                    if (temp.CanConnectToBeltElement(this))
                    {
                        temp.SetPrevBeltElement(this);
                        leftOutput = temp;
                    }
                }
            }

            for (int i = 0; i < countBottom; i++)
            {
                if (resultsBottomAndRight[i].gameObject == this.gameObject)
                {
                    continue;
                }
                if (resultsBottomAndRight[i].transform.position.x < this.transform.position.x)
                {
                    IBeltElement temp = resultsBottomAndRight[i].GetComponent <IBeltElement>();
                    if (temp.GetOutputOrientation() == this.outputOrientation)
                    {
                        temp.SetNextBeltElement(this);
                        rightInput = temp;
                    }
                }
                else if (resultsBottomAndRight[i].transform.position.x > this.transform.position.x)
                {
                    IBeltElement temp = resultsBottomAndRight[i].GetComponent <IBeltElement>();
                    if (temp.CanConnectToBeltElement(this))
                    {
                        temp.SetPrevBeltElement(this);
                        rightOutput = temp;
                    }
                }
            }

            break;

        case 1:
            outputOrientation = ConveyorBelt.OutputOrientation.North;
            GetComponent <BoxCollider2D>().size = new Vector2(2, 1);

            countLeft  = Physics2D.OverlapBox(this.transform.position + new Vector3(-0.5f, 0), new Vector2(0.5f, 2), 0, filter, resultsTopAndLeft);
            countRight = Physics2D.OverlapBox(this.transform.position + new Vector3(0.5f, 0), new Vector2(0.5f, 2), 0, filter, resultsBottomAndRight);
            for (int i = 0; i < countLeft; i++)
            {
                if (resultsTopAndLeft[i].gameObject == this.gameObject)
                {
                    continue;
                }
                if (resultsTopAndLeft[i].transform.position.y < this.transform.position.y)
                {
                    IBeltElement temp = resultsTopAndLeft[i].GetComponent <IBeltElement>();
                    if (temp.GetOutputOrientation() == this.outputOrientation)
                    {
                        temp.SetNextBeltElement(this);
                        leftInput = temp;
                    }
                }
                else if (resultsTopAndLeft[i].transform.position.y > this.transform.position.y)
                {
                    IBeltElement temp = resultsTopAndLeft[i].GetComponent <IBeltElement>();
                    if (temp.CanConnectToBeltElement(this))
                    {
                        temp.SetPrevBeltElement(this);
                        leftOutput = temp;
                    }
                }
            }

            for (int i = 0; i < countRight; i++)
            {
                if (resultsBottomAndRight[i].gameObject == this.gameObject)
                {
                    continue;
                }
                if (resultsBottomAndRight[i].transform.position.y < this.transform.position.y)
                {
                    IBeltElement temp = resultsBottomAndRight[i].GetComponent <IBeltElement>();
                    if (temp.GetOutputOrientation() == this.outputOrientation)
                    {
                        temp.SetNextBeltElement(this);
                        rightInput = temp;
                    }
                }
                else if (resultsBottomAndRight[i].transform.position.y > this.transform.position.y)
                {
                    IBeltElement temp = resultsBottomAndRight[i].GetComponent <IBeltElement>();
                    if (temp.CanConnectToBeltElement(this))
                    {
                        temp.SetPrevBeltElement(this);
                        rightOutput = temp;
                    }
                }
            }

            break;

        case 2:
            outputOrientation = ConveyorBelt.OutputOrientation.West;
            GetComponent <BoxCollider2D>().size = new Vector2(1, 2);
            countTop    = Physics2D.OverlapBox(this.transform.position + new Vector3(0, 0.5f), new Vector2(2, 0.5f), 0, filter, resultsTopAndLeft);
            countBottom = Physics2D.OverlapBox(this.transform.position + new Vector3(0, -0.5f), new Vector2(2, 0.5f), 0, filter, resultsBottomAndRight);
            for (int i = 0; i < countTop; i++)
            {
                if (resultsTopAndLeft[i].gameObject == this.gameObject)
                {
                    continue;
                }
                if (resultsTopAndLeft[i].transform.position.x > this.transform.position.x)
                {
                    IBeltElement temp = resultsTopAndLeft[i].GetComponent <IBeltElement>();
                    if (temp.GetOutputOrientation() == this.outputOrientation)
                    {
                        temp.SetNextBeltElement(this);
                        leftInput = temp;
                    }
                }
                else if (resultsTopAndLeft[i].transform.position.x < this.transform.position.x)
                {
                    IBeltElement temp = resultsTopAndLeft[i].GetComponent <IBeltElement>();
                    if (temp.CanConnectToBeltElement(this))
                    {
                        temp.SetPrevBeltElement(this);
                        leftOutput = temp;
                    }
                }
            }

            for (int i = 0; i < countBottom; i++)
            {
                if (resultsBottomAndRight[i].gameObject == this.gameObject)
                {
                    continue;
                }
                if (resultsBottomAndRight[i].transform.position.x > this.transform.position.x)
                {
                    IBeltElement temp = resultsBottomAndRight[i].GetComponent <IBeltElement>();
                    if (temp.GetOutputOrientation() == this.outputOrientation)
                    {
                        temp.SetNextBeltElement(this);
                        rightInput = temp;
                    }
                }
                else if (resultsBottomAndRight[i].transform.position.x < this.transform.position.x)
                {
                    IBeltElement temp = resultsBottomAndRight[i].GetComponent <IBeltElement>();
                    if (temp.CanConnectToBeltElement(this))
                    {
                        temp.SetPrevBeltElement(this);
                        rightOutput = temp;
                    }
                }
            }

            break;

        default:
        case 3:
            outputOrientation = ConveyorBelt.OutputOrientation.South;
            GetComponent <BoxCollider2D>().size = new Vector2(2, 1);

            countLeft  = Physics2D.OverlapBox(this.transform.position + new Vector3(-0.5f, 0), new Vector2(0.5f, 2), 0, filter, resultsTopAndLeft);
            countRight = Physics2D.OverlapBox(this.transform.position + new Vector3(0.5f, 0), new Vector2(0.5f, 2), 0, filter, resultsBottomAndRight);
            for (int i = 0; i < countLeft; i++)
            {
                if (resultsTopAndLeft[i].gameObject == this.gameObject)
                {
                    continue;
                }
                if (resultsTopAndLeft[i].transform.position.y > this.transform.position.y)
                {
                    IBeltElement temp = resultsTopAndLeft[i].GetComponent <IBeltElement>();
                    if (temp.GetOutputOrientation() == this.outputOrientation)
                    {
                        temp.SetNextBeltElement(this);
                        leftInput = temp;
                    }
                }
                else if (resultsTopAndLeft[i].transform.position.y < this.transform.position.y)
                {
                    IBeltElement temp = resultsTopAndLeft[i].GetComponent <IBeltElement>();
                    if (temp.CanConnectToBeltElement(this))
                    {
                        temp.SetPrevBeltElement(this);
                        leftOutput = temp;
                    }
                }
            }

            for (int i = 0; i < countRight; i++)
            {
                if (resultsBottomAndRight[i].gameObject == this.gameObject)
                {
                    continue;
                }
                if (resultsBottomAndRight[i].transform.position.y > this.transform.position.y)
                {
                    IBeltElement temp = resultsBottomAndRight[i].GetComponent <IBeltElement>();
                    if (temp.GetOutputOrientation() == this.outputOrientation)
                    {
                        temp.SetNextBeltElement(this);
                        rightInput = temp;
                    }
                }
                else if (resultsBottomAndRight[i].transform.position.y < this.transform.position.y)
                {
                    IBeltElement temp = resultsBottomAndRight[i].GetComponent <IBeltElement>();
                    if (temp.CanConnectToBeltElement(this))
                    {
                        temp.SetPrevBeltElement(this);
                        rightOutput = temp;
                    }
                }
            }

            break;
        }
        GetComponent <SpriteRenderer>().sprite = AnimationPropertiesPool.Instance.rotatedSpriteProperties[rotatedSpritePropertyId].sprites[rotation];
    }
コード例 #3
0
ファイル: Loader.cs プロジェクト: dionvc/Shadow-Island
    public void InitializeRotated(int rotation)
    {
        rotation = rotation % 4;
        items    = new ItemEntity[inputBuffer];
        int             countBelts    = 0;
        int             countMachines = 0;
        ContactFilter2D filter        = new ContactFilter2D();

        filter.useLayerMask = true;
        filter.layerMask    = 1 << LayerMask.NameToLayer("ConveyorBelt");
        ContactFilter2D machineFilter = new ContactFilter2D();

        machineFilter.useLayerMask = true;
        machineFilter.layerMask    = 1 << LayerMask.NameToLayer("Damageable");
        Collider2D[] resultsBelts    = new Collider2D[3];
        Collider2D[] resultsMachines = new Collider2D[3];
        switch (rotation)
        {
        case 0:     //east output
            outputOrientation = ConveyorBelt.OutputOrientation.East;
            countBelts        = Physics2D.OverlapBox(this.transform.position, new Vector2(2, 0.25f), 0, filter, resultsBelts);
            countMachines     = Physics2D.OverlapBox(this.transform.position, new Vector2(2, 0.25f), 0, machineFilter, resultsMachines);
            for (int i = 0; i < countBelts; i++)
            {
                if (resultsBelts[i].gameObject == this.gameObject)
                {
                    continue;
                }
                if (resultsBelts[i].transform.position.x < this.transform.position.x)
                {
                    IBeltElement temp = resultsBelts[i].GetComponent <IBeltElement>();
                    if (temp.GetOutputOrientation() == ConveyorBelt.OutputOrientation.East)
                    {
                        inputBelt = temp;
                        temp.SetNextBeltElement(this);
                    }
                }
                else if (resultsBelts[i].transform.position.x > this.transform.position.x)
                {
                    IBeltElement temp = resultsBelts[i].GetComponent <IBeltElement>();
                    if (temp.CanConnectToBeltElement(this))
                    {
                        outputBelt = temp;
                        outputBelt.SetPrevBeltElement(this);
                    }
                }
            }

            for (int i = 0; i < countMachines; i++)
            {
                if (resultsMachines[i].transform.position.x < this.transform.position.x)
                {
                    resultsMachines[i].gameObject.TryGetComponent(out inputInventory);
                }
                else if (resultsMachines[i].transform.position.x > this.transform.position.x)
                {
                    resultsMachines[i].gameObject.TryGetComponent(out outputInventory);
                }
            }
            break;

        case 1:     //north output
            outputOrientation = ConveyorBelt.OutputOrientation.North;
            countBelts        = Physics2D.OverlapBox(this.transform.position, new Vector2(0.25f, 2), 0, filter, resultsBelts);
            countMachines     = Physics2D.OverlapBox(this.transform.position, new Vector2(0.25f, 2), 0, machineFilter, resultsMachines);

            for (int i = 0; i < countBelts; i++)
            {
                if (resultsBelts[i].gameObject == this.gameObject)
                {
                    continue;
                }
                if (resultsBelts[i].transform.position.y < this.transform.position.y)
                {
                    IBeltElement temp = resultsBelts[i].GetComponent <IBeltElement>();
                    if (temp.GetOutputOrientation() == ConveyorBelt.OutputOrientation.North)
                    {
                        inputBelt = temp;
                        temp.SetNextBeltElement(this);
                    }
                }
                else if (resultsBelts[i].transform.position.y > this.transform.position.y)
                {
                    IBeltElement temp = resultsBelts[i].GetComponent <IBeltElement>();
                    if (temp.CanConnectToBeltElement(this))
                    {
                        outputBelt = temp;
                        outputBelt.SetPrevBeltElement(this);
                    }
                }
            }

            for (int i = 0; i < countMachines; i++)
            {
                if (resultsMachines[i].transform.position.y < this.transform.position.y)
                {
                    resultsMachines[i].gameObject.TryGetComponent(out inputInventory);
                }
                else if (resultsMachines[i].transform.position.y > this.transform.position.y)
                {
                    resultsMachines[i].gameObject.TryGetComponent(out outputInventory);
                }
            }
            break;

        case 2:     //west output
            outputOrientation = ConveyorBelt.OutputOrientation.West;
            countBelts        = Physics2D.OverlapBox(this.transform.position, new Vector2(2, 0.25f), 0, filter, resultsBelts);
            countMachines     = Physics2D.OverlapBox(this.transform.position, new Vector2(2, 0.25f), 0, machineFilter, resultsMachines);
            for (int i = 0; i < countBelts; i++)
            {
                if (resultsBelts[i].gameObject == this.gameObject)
                {
                    continue;
                }
                if (resultsBelts[i].transform.position.x > this.transform.position.x)
                {
                    IBeltElement temp = resultsBelts[i].GetComponent <IBeltElement>();
                    if (temp.GetOutputOrientation() == ConveyorBelt.OutputOrientation.West)
                    {
                        inputBelt = temp;
                        temp.SetNextBeltElement(this);
                    }
                }
                else if (resultsBelts[i].transform.position.x < this.transform.position.x)
                {
                    IBeltElement temp = resultsBelts[i].GetComponent <IBeltElement>();
                    if (temp.CanConnectToBeltElement(this))
                    {
                        outputBelt = temp;
                        outputBelt.SetPrevBeltElement(this);
                    }
                }
            }

            for (int i = 0; i < countMachines; i++)
            {
                if (resultsMachines[i].transform.position.x > this.transform.position.x)
                {
                    resultsMachines[i].gameObject.TryGetComponent(out inputInventory);
                }
                else if (resultsMachines[i].transform.position.x < this.transform.position.x)
                {
                    resultsMachines[i].gameObject.TryGetComponent(out outputInventory);
                }
            }
            break;

        default:
        case 3:     //south output
            outputOrientation = ConveyorBelt.OutputOrientation.South;
            countBelts        = Physics2D.OverlapBox(this.transform.position, new Vector2(0.25f, 2), 0, filter, resultsBelts);
            countMachines     = Physics2D.OverlapBox(this.transform.position, new Vector2(0.25f, 2), 0, machineFilter, resultsMachines);

            for (int i = 0; i < countBelts; i++)
            {
                if (resultsBelts[i].gameObject == this.gameObject)
                {
                    continue;
                }
                if (resultsBelts[i].transform.position.y > this.transform.position.y)
                {
                    IBeltElement temp = resultsBelts[i].GetComponent <IBeltElement>();
                    if (temp.GetOutputOrientation() == ConveyorBelt.OutputOrientation.South)
                    {
                        inputBelt = temp;
                        temp.SetNextBeltElement(this);
                    }
                }
                else if (resultsBelts[i].transform.position.y < this.transform.position.y)
                {
                    IBeltElement temp = resultsBelts[i].GetComponent <IBeltElement>();
                    if (temp.CanConnectToBeltElement(this))
                    {
                        outputBelt = temp;
                        outputBelt.SetPrevBeltElement(this);
                    }
                }
            }

            for (int i = 0; i < countMachines; i++)
            {
                if (resultsMachines[i].transform.position.y > this.transform.position.y)
                {
                    resultsMachines[i].gameObject.TryGetComponent(out inputInventory);
                }
                else if (resultsMachines[i].transform.position.y < this.transform.position.y)
                {
                    resultsMachines[i].gameObject.TryGetComponent(out outputInventory);
                }
            }
            break;
        }
        this.GetComponent <SpriteRenderer>().sprite = AnimationPropertiesPool.Instance.rotatedSpriteProperties[rotateSpritePropertyId].sprites[rotation];
    }