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Question by LightAxe2402 · Jul 16, 2018 at 07:15 AM · c#collisionmovement

OnMouseDown Not Working after Moving

Hey, so I am trying to make a simple game where you select two tiles and then the tiles will switch positions. In trying to do this I am using the OnMouseDown() to see when the objects are clicked, however, once I have moved a tile that has a child object it will no longer be "clickable" so it works the first time but then after moving it stops firing completely.

The code is as follows.....

 public class Tile : MonoBehaviour {
     //Public Variables
     public GameManager manager;
 
     public int nameIndex;
 
     [Range(0f, 1f)]
     public float scaleFactor = 0.25f;
     
     //Editor Functions
     #region
         //Shape Functions
     public void SetSquareShape()
     {
         if (transform.childCount > 0)
         {
             GameObject currentChild = transform.GetChild(0).gameObject;
             GameObject.DestroyImmediate(currentChild);
         }
 
         GameObject squareChild = Instantiate(manager.square);
         squareChild.transform.SetParent(gameObject.transform);
         squareChild.name = "square_shape " + nameIndex.ToString();
         squareChild.transform.localScale = new Vector3(transform.localScale.x * scaleFactor, transform.localScale.y * scaleFactor, 1f);
 
         squareChild.transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z);
     }
 
     public void SetCircleShape()
     {
         if (transform.childCount > 0)
         {
             GameObject currentChild = transform.GetChild(0).gameObject;
             GameObject.DestroyImmediate(currentChild);
         }
 
         GameObject circleChild = Instantiate(manager.circle);
         circleChild.transform.SetParent(gameObject.transform);
         circleChild.name = "circle_shape " + nameIndex.ToString();
         circleChild.transform.localScale = new Vector3(transform.localScale.x * scaleFactor, transform.localScale.y * scaleFactor, 1f);
 
         circleChild.transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z);
     }
 
     public void SetTriangleShape()
     {
         if (transform.childCount > 0)
         {
             GameObject currentChild = transform.GetChild(0).gameObject;
             GameObject.DestroyImmediate(currentChild);
         }
 
         GameObject triangleChild = Instantiate(manager.triangle);
         triangleChild.transform.SetParent(gameObject.transform);
         triangleChild.name = "triangle_shape " + nameIndex.ToString();
         triangleChild.transform.localScale = new Vector3(transform.localScale.x * scaleFactor, transform.localScale.y * scaleFactor, 1f);
 
         triangleChild.transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z);
     }
 
     public void SetDiamondShape()
     {
         if (transform.childCount > 0)
         {
             GameObject currentChild = transform.GetChild(0).gameObject;
             GameObject.DestroyImmediate(currentChild);
         }
 
         GameObject diamondChild = Instantiate(manager.diamond);
         diamondChild.transform.SetParent(gameObject.transform);
         diamondChild.name = "diamond_shape " + nameIndex.ToString();
         diamondChild.transform.localScale = new Vector3(transform.localScale.x * scaleFactor, transform.localScale.y * scaleFactor, 1f);
 
         diamondChild.transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z);
     }
 
         //Color Functions
     public void SetRedColor()
     {
         if (transform.childCount > 0)
         {
             GameObject currentChild = transform.GetChild(0).gameObject;
             currentChild.GetComponent<SpriteRenderer>().color = manager.red;
         }
     }
 
     public void SetBlueColor()
     {
         if (transform.childCount > 0)
         {
             GameObject currentChild = transform.GetChild(0).gameObject;
             currentChild.GetComponent<SpriteRenderer>().color = manager.blue;
         }
     }
 
     public void SetGreenColor()
     {
         if (transform.childCount > 0)
         {
             GameObject currentChild = transform.GetChild(0).gameObject;
             currentChild.GetComponent<SpriteRenderer>().color = manager.green;
         }
     }
 
     public void SetYellowColor()
     {
         if (transform.childCount > 0)
         {
             GameObject currentChild = transform.GetChild(0).gameObject;
             currentChild.GetComponent<SpriteRenderer>().color = manager.yellow;
         }
     }
 
         //Reset Function
     public void Reset()
     {
         if (transform.childCount > 0)
         {
             GameObject currentChild = transform.GetChild(0).gameObject;
             GameObject.DestroyImmediate(currentChild);
         }
     }
     #endregion
 
     public void OnMouseDown()
     {
         Debug.Log("Clicking");
         if (manager.selectedTile == null)
         {
             manager.selectedTile = this.gameObject;
             gameObject.GetComponent<SpriteRenderer>().color = manager.selected;
         }
         else
         {
             if (manager.selectedTile != this.gameObject)
             {
                 Debug.Log("Moving the Icons");
                 //Switching the Tiles
                 Vector3 otherPos = manager.selectedTile.transform.position;
                 Vector3 myPos = transform.position;
 
                 manager.selectedTile.transform.position = myPos;
                 gameObject.transform.position = otherPos;
 
                 manager.selectedTile.GetComponent<SpriteRenderer>().color = manager.not_selected;
                 manager.selectedTile = null;
             }
             else {
                 manager.selectedTile.GetComponent<SpriteRenderer>().color = manager.not_selected;
                 manager.selectedTile = null;
             }
         }
 
         return;
     }
 
 }


As said its just the tiles with the children shapes that arent working after being moved the blank tiles work fine.

Any help appreciated, thanks!

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