void updateVision() { for (int x = 0; x < visionRadius; x++) { for (int y = 0; y < visionRadius; y++) { Debug.Log(x + " " + y); VisionArray[x, y] = new VisionTile((GameObject)Instantiate(this.transform.FindChild("VisionTile").gameObject, new Vector3(originPoint.x + x, originPoint.y - y, 0), Quaternion.identity), true); VisionArray[x, y].visionTile.SetActive(true); VisionArray[x, y].visable = VisionArray[x, y].visionTile.GetComponent <BoxCollider2D>().IsTouchingLayers(1 << 8)?false:true; } } }
void updateVision() { for(int x=0; x < visionRadius; x++) { for(int y=0; y < visionRadius; y++) { Debug.Log (x + " " + y); VisionArray[x,y] = new VisionTile((GameObject) Instantiate(this.transform.FindChild("VisionTile").gameObject, new Vector3(originPoint.x + x, originPoint.y - y, 0), Quaternion.identity), true); VisionArray[x,y].visionTile.SetActive(true); VisionArray[x,y].visable = VisionArray[x,y].visionTile.GetComponent<BoxCollider2D>().IsTouchingLayers(1<<8)?false:true; } } }