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@@ -21,8 +21,8 @@ namespace GFGGame
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BoxCollider2D boxCollider2D = childGameObj.GetComponent<BoxCollider2D>();
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if (boxCollider2D != null)
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{
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- size = GetGameObjectBoundsSize(parentObj);
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- size = size * boxCollider2D.transform.localScale;
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+ // size =GetGameObjectBoundsSize(parentObj);
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+ size = boxCollider2D.size * 100 * parentObj.transform.localScale;
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size.x = Math.Abs(size.x);
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size.y = Math.Abs(size.y);
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return size;
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@@ -37,16 +37,18 @@ namespace GFGGame
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float top = int.MinValue;
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float bottom = int.MaxValue;
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- BoxCollider2D boxCollider2 = parentObj.GetComponentInChildren<BoxCollider2D>();
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- Vector2 pos = boxCollider2.transform.localPosition;
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- Vector2 size = boxCollider2.size * 100 * Math.Abs(parentObj.transform.localScale.x);
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-
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- right = Math.Max(size.x / 2 + pos.x, right);
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- left = Math.Min(pos.x - size.x / 2, left);
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- top = Math.Max(size.y / 2 + pos.y, top);
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- bottom = Math.Min(pos.y - size.y / 2, bottom);
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-
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-
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+ SpriteRenderer[] spriteRenderers = parentObj.transform.GetComponentsInChildren<SpriteRenderer>();
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+ for (int i = 0; i < spriteRenderers.Length; i++)
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+ {
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+ Vector2 pos = spriteRenderers[i].transform.localPosition;
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+ Vector2 size = spriteRenderers[i].size * 100 * parentObj.transform.localScale.x;
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+ Debug.Log("size:" + size + " pos:" + pos);
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+
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+ right = Math.Max(size.x / 2 + pos.x, right);
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+ left = Math.Min(pos.x - size.x / 2, left);
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+ top = Math.Max(size.y / 2 + pos.y, top);
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+ bottom = Math.Min(pos.y - size.y / 2, bottom);
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+ }
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Vector2 boundsSize = new Vector2(right - left, top - bottom);
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return boundsSize;
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