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Question by thecaesar · Jul 08, 2019 at 07:00 AM · c#touchcontrollermousepositiontouchphase

Rts touch select unit

I have a problem when I select unit all units selected

public class RayTarget: MonoBehaviour {

 Touch touch;
 Vector3 touchPosition;
 public bool selected = false;
 public GameObject Player;

 void Start () 
 {
     gameObject.GetComponent<PlayerTouch>().enabled = false;
 }
 private void Update(){

     if (Input.touchCount > 0 && Input.GetTouch (0).phase == TouchPhase.Began) {

         Ray ray = Camera.main.ScreenPointToRay (Input.GetTouch(0).position);
         RaycastHit2D hit = Physics2D.Raycast (ray.origin, ray.direction);
         if (hit.collider.tag == "Plane") {
             selected = !selected;
             if (selected == true)
             {
                 Player.GetComponent<PlayerTouch>().enabled = true;
             } 
             else
             {
                 Player.GetComponent<PlayerTouch>().enabled = false;
             }
         }
     }
 }

}

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Answer by misher · Jul 08, 2019 at 07:47 AM

Do not use tags in this case. I imagine you have multiple gameobjects with PlayerTouch component on them. You need to store your current selected object in a variable. On raycast hit check if a collider has PlayerTouch component (clicked over a unit) like this for example: var touched = hit.collider.GetComponentInParent(PlayerTouch); if it is not null, deselect previous one (if there is one) and select the touched and store it as current.

Other Details: There should be a component on each unit, call it UnitSelection for example. It is responsible for changing user graphics so it appear selected or deselected, so it is gonna have 2 public methods to do it. Then, there is a selection manager. It is responsible for maintaining currently selected unit (if you want to select only one unit at the time) and for selecting/deselecting units. When user touch the screen (use also Input.GetMouseButtonDown(0) in Editor to test it out), the manager perform a raycast and check if we hit an object with UnitSelection component. If you have already a unit selected and stored in a variable in our manager, you will deselect it first (assuming you click on different unit or you clicked outside any unit. Then you select a new unit (using mentioned public methods of a UnitSelection script) and store it as current.

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avatar image thecaesar · Jul 08, 2019 at 08:22 AM 0
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First, thank you for your interest, yes I have multiply gameobjects with PlayerTouch component on them

and I tried What may be understood by your explanation but I find many mistakes Can you explain more

avatar image misher thecaesar · Jul 08, 2019 at 09:07 AM 0
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I updated with more details. You can start crafting some code following the idea. Post your code then again here, so we can work on it if needed...

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Answer by thecaesar · Jul 08, 2019 at 10:42 AM

This Code is working when I use it for test in Editor for mouse input in method private void OnMouseDown() but if write this code in: void Update() all units Selecting So i think the problem is a method for android like OnMouseDown().

please if you have a solution reply

The code :

 using UnityEngine;
 using System.Collections;
 
 public class Select: MonoBehaviour {
 
     Touch touch;
     public bool selected = false;
     //public GameObject Player;
 
     void Start () 
     {
         gameObject.GetComponent<PlayerTouch>().enabled = false;
     }
     private void Update(){
 
         if (Input.touchCount > 0 && Input.GetTouch (0).phase == TouchPhase.Began) {
 
             Ray ray = Camera.main.ScreenPointToRay (Input.GetTouch(0).position);
             RaycastHit2D hit = Physics2D.Raycast (ray.origin, ray.direction);
             //Select Hool
 
             if (hit.collider.GetComponentInParent<PlayerTouch> ()) {
                 selected = !selected;
 
                 if (selected == true)
                 {
                     gameObject.GetComponent<PlayerTouch>().enabled = true;
                 } 
                 else
                 {
                     gameObject.GetComponent<PlayerTouch>().enabled = false;
                 }
             }
         }
     }
 }
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avatar image misher · Jul 08, 2019 at 01:29 PM 0
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Replace if (Input.touchCount > 0 && Input.GetTouch (0).phase == TouchPhase.Began) { with: if (Input.Get$$anonymous$$ouseButtonDown(0)) {

avatar image misher · Jul 08, 2019 at 01:35 PM 0
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also you should work on the component of a hit not on the manager GO:

 var touched = hit.collider.GetComponentInParent ();
 if (touched != null && selected != touched) {
                      selected.Deselect() or enabled = false; // according to your implementation
                      selected = touched;
                      selected.Select() or enabled = true;
 } 



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