• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by RgClube · Nov 29, 2020 at 07:43 PM · script.onmousedownraycasthit2dselecting objects

How to make the selected object destroyed with another selected object

Hello everyone, I have already made the instantiated objects move to a certain position when you click on them, now it remains to make sure that two identical selected objects are destroyed. I am having problems with this implementation, since I do not know how to properly store information about the previous clicks. Here you can see some of my attemps, the first script that attached to a camera: if (Input.GetMouseButtonDown(0)) { Vector2 origin = new Vector2(Camera.main.ScreenToWorldPoint(Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y);

              RaycastHit2D hit = Physics2D.Raycast(origin, Vector2.zero, 0f);
            
              if (hit.transform.gameObject.tag == "Ball" && hit.collider.GetComponent<LogicOfBall>().numberOfInvokes == 1 ) {
                  Debug.Log(i);
                  NumPos++;
                  if(NumPos == 6)
                  {
                    
                      if(goFirstPos == false)
                  {
                      NumPos = 0;
                      goFirstPos = true;
                    
                  }
                  else
                  {
                      if(goSecondPos == false )
                      {
                          NumPos =1;
                          goSecondPos = true;
                      }
                      else
                      {
                          if(goThirdPos == false)
                          {
                              NumPos = 2;
                              goThirdPos = true;
                          }
                           else
                          {
                              if(goForthPos == false)
                              {
                                  NumPos = 3;
                                  goForthPos = true;
                              } else
                              {
                                  if(goFivePos == false)
                                  {
                                      NumPos = 4;
                                      goFivePos = true;
                                  } else
                                  {
                                      if(goSixPos == false)
                                      {
                                          NumPos = 5;
                                          goSixPos = true;
                                      }
                                  }
                              }
                          }
                      }
                  }
                  }
                
                
              } else if(hit.transform.gameObject.tag == "Ball")
              {
                  if(hit.collider.GetComponent<LogicOfBall>().objectSelected ==true)
                  {
                     oneObjectSelected = true;
                  }
                  if(hit.collider.GetComponent<LogicOfBall>().objectSelected == true && oneObjectSelected == true)
                  {
                      destroySelectedObjects = true;
                  }
              }
          }

And the second is attached to the object itself, which is a prefab:

 public Transform[] tentacle;
     public float speed = 10f;
     private bool ballHitted = false;
     BallHit ballHit;
     int i = 0;
     public int numberOfInvokes = 0;
     public bool objectSelected;
  
     // Start is called before the first frame update
     void Start()
     {
         ballHit = FindObjectOfType<BallHit>();
         //Debug.Log(numberOfInvokes);
        
     }
  
     // Update is called once per frame
     void Update()
     {
        
         //Debug.Log(numberOfInvokes);
         if(ballHitted == true)
         {
             transform.position = Vector2.MoveTowards(transform.position, tentacle[i].transform.position, speed * Time.deltaTime);
         }
        
          
        
        
        
     }
     private void OnMouseDown() {
         if(ballHitted == false)
         {
             i=ballHit.NumPos;
            
             ballHitted = true;
            
  
         }
         numberOfInvokes++;
         if(numberOfInvokes>1)
         {
             ObjectSelected();
         }
         if(ballHit.destroySelectedObjects == true)
         {
             Destroy(gameObject);
         }
     }
     private void ObjectSelected()
     {
         Debug.Log("Object Selected");
         objectSelected = true;
     }

Thanks for any help!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

171 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

OnMouseDown without collider? 1 Answer

Why Is the game object not selected? I'd like to understand why. 2 Answers

Problem with Tapping Script. 0 Answers

hangs up my android game! 1 Answer

Bullet Prefab spawning in multiple random positions and rarely the correct one (Unity 3D) 1 Answer

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges