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Question by Lolifius · May 01, 2014 at 11:00 PM · 2dcollider

OverlapCircle funcion to avoid Gameobject creation if Collision ?

Hi everybody !

I'm making a little game with objects appearing when I click. I have this code actually making things work : everytime I use the mouseclick a Gameobject is created where I click on the 2d game I created.

     //Changed to an array of objects assign as many as you have in inspector
     var boxes : GameObject[];
     var boxCounter : int;
      
     function Update()
     {
          if(Input.GetMouseButtonDown(0))//Checks to see if left mouse button was clicked.
          {
               CreateBox();
          }
     }
      
     function CreateBox()
     {
          var mousePos : Vector2 = Input.mousePosition;
          
          if (Physics2D.OverlapCircle(mousePos.x, 0.2, LayerMask.foreground ))
          {     } else {
          
          //Depth you want the center of the object to be is z which I used zero
          var boxPos : Vector3 = camera.ScreenToWorldPoint(Vector3(mousePos.x, mousePos.y, 10));  
      
          //I used the perfab box's rotation here but you can enter what you'd like as a euler using Quaternion.Euler(x,y,z)
          Instantiate(boxes[boxCounter], boxPos, boxes[boxCounter].transform.rotation);
          
          //This will increment if there are more boxes or reset to 0 if it is the last one.
          if(boxCounter == boxes.length-1)
          {
               boxCounter = 0;
          }else{
               boxCounter ++;
          }
          }
          }

I want to add a OverlapCircle function to avoid the creation of the object if there is already another one where I clicked. I don't know exactly how this function works, any idea?

Thanks in advance !

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Answer by robertbu · May 02, 2014 at 12:27 AM

Untested, but here is a bit of rewrite that I think gives you what you are looking for. Note that the OverlapCircle() takes a world position, not float or screen position. It returns a collider, so you can check against null. I've removed the 'LayMask.foreground' parameter. You may need something here, but this is not the right way to do it.

 #pragma strict
 
  //Changed to an array of objects assign as many as you have in inspector
 var boxes : GameObject[];
 var boxCounter : int;
 
 function Update()
 {
     if(Input.GetMouseButtonDown(0))//Checks to see if left mouse button was clicked.
     {
         CreateBox();
     }
 }
 
 function CreateBox()
 {
     var mousePos : Vector2 = Input.mousePosition;
     var boxPos : Vector3 = camera.ScreenToWorldPoint(Vector3(mousePos.x, mousePos.y, 10)); 
 
     if (Physics2D.OverlapCircle(boxPos, 0.2) == null) 
     {
         Instantiate(boxes[boxCounter], boxPos, boxes[boxCounter].transform.rotation);
         boxCounter = (boxCounter + 1) % boxes.Length;
     }
  }
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