public bool IsOnAmmo(BoxCollider other) { if (collider.IsOverlapping2(other)) { return(true); } return(false); }
// This is used to move the tank public void Move(float deltaTime) { if (tankObject != null) { if (collider.IsOverlapping2(mousePoint)) { stopTank = true; } else { stopTank = false; } // Boolean used to stop the tank if (!stopTank && !collider.IsOverlapping2(mousePoint)) { float angle = 0; float diff = CUtils.Distance(GetMousePosition(), tankObject.position, out angle); Vector2 face = tankObject.forward * tankSpeed * 30 * deltaTime; tankObject.Translate(face); tankObject.SetRotate(angle); // Just checking to see if the tank is out of the screen and if it is It will come back on the a different part of the screen if (!CUtils.IsObjectInScreen(tankObject)) { if (position.y < 0 - tankScreenOffset) { tankObject.SetPosition(position.x, GetScreenHeight()); } if (position.y > GetScreenHeight()) { tankObject.SetPosition(position.x, 0 - tankScreenOffset); } if (position.x < 0 - tankScreenOffset) { tankObject.SetPosition(GetScreenWidth(), position.y); } if (position.x > GetScreenWidth()) { tankObject.SetPosition(0 - tankScreenOffset, position.y); } } } } }