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Question by fadisharif15 · Apr 23, 2018 at 06:03 PM · collision2d gamestars

create game 2d linking stars

Hello every body

I am a novice game developer I'm working on a two-dimensional game project He needed to develop the game of connecting the stars to the mobile environment. The way is to click on the first star and drag (with a line) until you reach the second star and then the line you have connected appears. I have now completed the drawing stage using Line Renderer and need help in detecting the collision between the line and the star.

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 public class DrawLine : MonoBehaviour
 {
     private LineRenderer line;
     private bool isMousePressed;
     public List<Vector2> pointsList;
     private Vector2 mousePos;
     public EdgeCollider2D egdeCol;
 
     // Structure for line points
     void Awake()
     {
         // Create line renderer component and set its property
         line = gameObject.AddComponent<LineRenderer>();
         line.material = new Material(Shader.Find("Sprites/Diffuse"));
         line.SetVertexCount(0);
         line.sortingOrder = 1;
         line.SetWidth(1f, 1f);
         line.numCapVertices = 90;
         line.SetColors(Color.green, Color.green);
         line.useWorldSpace = true;
         isMousePressed = false;
         pointsList = new List<Vector2>();
     }

     void Update()
     {
         // If mouse button down, remove old line and set its color to green
         if (Input.GetMouseButtonDown(0))
         {
             isMousePressed = true;
             line.SetColors(Color.green, Color.green);
         }
         if (Input.GetMouseButtonUp(0))
         {
             isMousePressed = false;
             //line.SetVertexCount(0);
             //pointsList.RemoveRange(0, pointsList.Count);
         }
         // Drawing line when mouse is moving(presses)
         if (isMousePressed)
         {
             mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
             if (!pointsList.Contains(mousePos))
             {
                 pointsList.Add(mousePos);
                 line.SetVertexCount(pointsList.Count);
                 line.SetPosition(pointsList.Count - 1, (Vector2)pointsList[pointsList.Count - 1]);
                 if (pointsList.Count > 1)
                 {
                     egdeCol.points = pointsList.ToArray();
                 }
 
             }
         }
     }
 
 }

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