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Question by I_C_YMakesGames · Feb 23, 2021 at 07:32 PM · 2d gamematch

Using a tile prefab for a match 3 game can't figure out why adding Adjacent methods are blocking me from swapping

public class Tile : MonoBehaviour { private static Color selectedColor = new Color(.5f, .5f, .5f, 1.0f); private static Tile previousSelected = null;

 private SpriteRenderer render;
 private bool isSelected = false;

 private Vector2[] adjacentDirections = new Vector2[] { Vector2.up, Vector2.down, Vector2.left, Vector2.right };
 //private bool matchFound = false;
 void Awake()
 {
     render = GetComponent<SpriteRenderer>();
 }

 private void Select()
 {
     isSelected = true;
     render.color = selectedColor;
     previousSelected = gameObject.GetComponent<Tile>();
 }

 private void Deselect()
 {
     isSelected = false;
     render.color = Color.white;
     previousSelected = null;
 }
 void OnMouseDown()
 {
     if (render.sprite == null || BoardManager.instance.IsShifting)
     {
         return;
     }

     if (isSelected)
     { 
         Deselect();
     }
     else
     {
         if (previousSelected == null)
         { 
             Select();
         }
         else
         {
             if (GetAllAdjacentTiles().Contains(previousSelected.gameObject))
             { 
                 SwapSprite(previousSelected.render);
                 previousSelected.Deselect();
             }
             else
             { 
                 previousSelected.GetComponent<Tile>().Deselect();
                 Select();
             }
         }
     }
 }
 public void SwapSprite(SpriteRenderer render2)
 { 
     if (render.sprite == render2.sprite)
     { 
         return;
     }
     
     Sprite tempSprite = render2.sprite;
     render2.sprite = render.sprite;
     render.sprite = tempSprite;
 }
 private GameObject GetAdjacent(Vector2 castDir)
 {
     RaycastHit2D hit = Physics2D.Raycast(transform.position, castDir);
     if (hit.collider != null)
     {
         return hit.collider.gameObject;
     }
     return null;
 }
 private List<GameObject> GetAllAdjacentTiles()
 {
     List<GameObject> adjacentTiles = new List<GameObject>();
     for (int i = 0; i < adjacentDirections.Length; i++)
     {
         adjacentTiles.Add(GetAdjacent(adjacentDirections[i]));
     }
     return adjacentTiles;
 }

}

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Answer by I_C_YMakesGames · Feb 23, 2021 at 09:31 PM

If any one else has the issue the raycast was hitting its own collider alt text


screenshot-11.png (44.8 kB)
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