I am doing a dig the mud game. Have 2 mud gameobject(sprite) that need to dig in the correct order. I assign one script for each object. Disable mud2 boxcollider to prevent them from moving until mud 1 is drag to trigger L box collider . But when I try playing, mud2 still can be drag even though mud1 havent trigger L box collider. I also untick the box collider of mud2.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class pg7_mud1 : MonoBehaviour
{
private Vector3 screenPoint;
private Vector3 startPosition;
public BoxCollider mud2;
// Start is called before the first frame update
void Start()
{
mud2.enabled = false;
}
// Update is called once per frame
void Update()
{
}
void OnMouseDown()
{
startPosition = this.gameObject.transform.position;
screenPoint = Camera.main.WorldToScreenPoint (gameObject.transform.position);
}
void OnMouseDrag()
{
Debug.Log("can drag");
Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
Vector3 curPosition = Camera.main.ScreenToWorldPoint (curScreenPoint);
this.transform.position = new Vector3(curPosition.x, -5f, curPosition.z);
}
void OnTriggerEnter(Collider other)
{
if(other.gameObject.name =="left-area")
{
Debug.Log("touched edge");
mud2.enabled = true;
}
}
You could try the Destroy(object, time) method instead of disabling colliders
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class pg7_mud1 : MonoBehaviour
{
private Vector3 screenPoint;
private Vector3 startPosition;
public BoxCollider mud2;
public gameObject mud2obj;
// Start is called before the first frame update
void Start()
{
destroy(mud2);
}
// Update is called once per frame
void Update()
{
}
void OnMouseDown()
{
startPosition = this.gameObject.transform.position;
screenPoint = Camera.main.WorldToScreenPoint (gameObject.transform.position);
}
void OnMouseDrag()
{
Debug.Log("can drag");
Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
Vector3 curPosition = Camera.main.ScreenToWorldPoint (curScreenPoint);
this.transform.position = new Vector3(curPosition.x, -5f, curPosition.z);
}
void OnTriggerEnter(Collider other)
{
if(other.gameObject.name =="left-area")
{
Debug.Log("touched edge");
mud2obj.AddComponent(typeof(BoxCollider));
}
}