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This question was closed Oct 26, 2017 at 06:33 PM by kire466 for the following reason:

The question is answered, right answer was accepted

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Question by kire466 · Oct 26, 2017 at 04:29 PM · rotationtransformparentchild objecttetris

Problem retrieving transform.position after parent rotation

Hello, I am trying to make a Tetris clone to practice a bit but I stumbled upon a problem I can't resolve. I spawn a brick, for example the L shaped one,made from gameobjects representing each one piece of the brick. I make a piece the parent of all the other pieces in order to rotate the brick around this piece with a simple transform.roation. When I rotate it everything looks fine, but when I try to move it, so I go and check if the brick can move, transform.position for one of the child gets me the wrong value, giving me a free position as a position occupied by that piece. This only happens when trying to move on the field with the x value equal to 0. My tetris field where i can move the bricks is 10 positions in width and 20 positions in height. Its seems to me as if transform.position is returning me the local value insted of the gobal when i check for positions with the x = 0.

The code that follows is how i check and move the brick, with brick[0] the parent of the other pieces. I rotate the brick with a simple

brick [0].transform.Rotate (0f, 0f, 90f); ...

void MoveBrick(int xDirection){

     foreach (GameObject bri in brick) {
         int newPosX =(int) bri.transform.position.x + xDirection;
         int newPosY = (int)bri.transform.position.y;
         if (newPosX < 0 || newPosX >= columns)
             return;
         if (newPosY<rows&&placeTaken [newPosX-originX, newPosY-originY])
             return;
     }

     brick [0].transform.position = new Vector3 (brick [0].transform.position.x +xDirection, brick [0].transform.position.y);
 }
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avatar image izaazyunus · Oct 26, 2017 at 04:34 PM 0
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Instead of moving individual bricks, can't you move the parent object left and right instead?

avatar image kire466 izaazyunus · Oct 26, 2017 at 04:44 PM 0
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I am moving the parent object only agter the foreach loop with

brick [0].transform.position = new Vector3 (brick [0].transform.position.x +xDirection, brick [0].transform.position.y);

In the foreach loop I check if the positions to the left or right of each part of the brick are free and in the playing field

avatar image izaazyunus · Oct 26, 2017 at 05:16 PM 0
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Answer by izaazyunus · 9 minutes ago @kire466 Got it. In that case, you can get the individual bricks coordinate in the parents coordinates by just adding the parent's position and the local position of the brick. For example if the parent is at (100,100) and a brick is at (10,-10) then the coordinates in the parent space is just (110,90)

avatar image kire466 izaazyunus · Oct 26, 2017 at 05:18 PM 0
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I dont think we understood eachother. The problem i got is tat after the rotation, transform.position gives me a position that the brick does not occupy

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Answer by kire466 · Oct 26, 2017 at 06:01 PM

I fixed it... the problem was in the conversion from float to int... putting

int newPosY = (int) Math.Round(bri.transform.position.y);

fixed my problem

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