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Question by Didier-M · Jul 22, 2017 at 04:53 AM · collider2d gametouch2d spritesended

Conditionals using TouchPhase.Ended

Hello, I have a problem, I am developing a game in 2D and I have errors with the touch.phase. Well, I have two objects: Object A and Object B. I put a condition that when Object A crosses over Object B nothing happens but I want to put another condition that says, if object A is dropped inside object B , For the moment a message is printed. Is it possible? I hope you can help me. Thank you

 using UnityEngine;
 using System.Collections;
 
 public class Control : MonoBehaviour {
 
     public GameObject CameraGameOver;
     bool FlagMoved;
     bool CollisionObjB;
     TouchPhase Tphase;

     public void OnTriggerEnter2D(Collider2D ObjectA){
         if (ObjectA.CompareTag ("BoxA")) {
             CameraGameOver.SetActive (false);
             Destroy (gameObject);
         } else     
             if (ObjectA.CompareTag ("BoxB")) {
                 CollisionObjB = true;
 
             if (Time.timeScale == 1 && FlagMoved) {
                 Time.timeScale = 1;
                 CameraGameOver.SetActive (false);
             }
 //FIRST ATTEMPT
             if (Input.touchCount == 0 && Input.GetMouseButtonUp(0) ){
                     Debug.Log ("TouchPhase Ended");    
                     Time.timeScale = 0;
                     CameraGameOver.SetActive (true);
                     CollisionObjB = false;
                 }
 //SECOND ATTEMPT
             if (TPhase.Equals(TouchPhase.Ended)){
                     debug.log("hello world");
                 }
         }
         }
         
 
 
     // Update is called once per frame
     void Update () {
         // Handle native touch events
         foreach (Touch touch in Input.touches) {
             HandleTouch(touch.fingerId, Camera.main.ScreenToWorldPoint(touch.position), touch.phase);
         }
 
         // Simulate touch events from mouse events
         if (Input.touchCount == 0) {
             if (Input.GetMouseButtonDown(0) ) {
                 HandleTouch(10, Camera.main.ScreenToWorldPoint(Input.mousePosition), TouchPhase.Began);
                 Debug.Log ("TouchBegan");
 
             }
             if (Input.GetMouseButton(0) ) {
                 HandleTouch(10, Camera.main.ScreenToWorldPoint(Input.mousePosition), TouchPhase.Moved);
                 Debug.Log ("Moved");
                 FlagMoved = true;
 
             }
             if (Input.GetMouseButtonUp(0) ) {
                 HandleTouch(10, Camera.main.ScreenToWorldPoint(Input.mousePosition), TouchPhase.Ended);
                 Debug.Log ("TouchEnded");

             if (CollisionObjB) {
                 Debug.Log ("");    
                 Time.timeScale = 0;
                 CameraGameOver.SetActive (true);
                 CollisionObjB = false;
         }
 
                 
             }
         }
             
     }
 
 
     void Start () {
 
     }
 
     private void HandleTouch(int touchFingerId, Vector3 touchPosition, TouchPhase touchPhase) {
         switch (touchPhase) {
         case TouchPhase.Began:
             break;
         case TouchPhase.Moved:
             //Debug.Log ("");
             break;
         case TouchPhase.Ended:
             break;
         }
 
     }
 
 
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