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Question by Mr0w3m · Aug 27, 2015 at 04:30 PM · raycastinggrid based gamegridmove

Cannot select gameObjects

Hey,

I’ve begun construction of a board game and am having trouble wrapping my brain around the grid based movement system and raycasting in general. I have the code set up to roll a die and instantiate the movable spaces so the player can click on them to move that unit. The problem is I can’t even get the first raycast to work and select the square unit.

I realize that this script will probably break up into other scripts as the development moves forward, I was just trying to get something down as I am definitely a beginner with this stuff.

Here are some pictures that might make my question clearer, This is the gameboard. Here we have the blue square, I want to select the blue square, then see picture below this one...

alt text

alt text Then these lighter blue tiles will be instantiated from being a prefab, and then the player will click on one of them and move to that position.

I've said all this so you get a better idea of what I'm talking about happening.

It might be quite messy but my code is as follows:

using UnityEngine; using System.Collections;

public class BlueSquareMovement : MonoBehaviour {

 public GameObject selectedUnit;
 public GameObject squareMove1;
 public GameObject squareMove2;
 public GameObject squareMove3;
 public GameObject squareMove4;
 public GameObject squareMove5;
 public GameObject squareMove6;

 private bool MyTurn;
 private int BlueSquareMask;
 private int BlueMoveMask;
 private float camRayLength = 100.0f;
 private float diceRoll;

 private static bool BlueSquareDoneMoving;

 private bool BlueSquareClicked;



 void Awake()
 {
     MyTurn = true;
     BlueSquareClicked = false;
     BlueSquareDoneMoving = false;

     BlueMoveMask = LayerMask.GetMask ("BlueMoveSpace");
     BlueSquareMask = LayerMask.GetMask ("BlueSquare");
 }

 void Start()
 {
     
 }

 void OnMouseUp ()
 {
     //Here I’m casting a ray to find where the player clicked
   Debug.Log ("Click");

     Ray camRay = Camera.main.ScreenPointToRay (Input.mousePosition);

     RaycastHit hit;


     if (Physics.Raycast (camRay, out hit, camRayLength, BlueSquareMask)) 
     {
         Debug.Log ("Clicked on player");

     //At this point the BlueSquare is selected, and the dice roll begins…
         BlueSquareClicked = true;

         //DiceRoll
         diceRoll = Random.Range(1.0f, 6.0f);

         Debug.Log (diceRoll);

     //I don’t know if this is how you retrieve a number for the Log.. but the code isn’t             //working up to this point anyway..

     //And then we instantiate the prefabs which contain the clickable spaces
     //(not clickable yet as that is my main problem :/ )

         if (diceRoll == 1)
         {
             Instantiate (squareMove1, transform.position, transform.rotation);
         }

         if (diceRoll == 2)
         {
             Instantiate (squareMove2, transform.position, transform.rotation);
         }

         if (diceRoll == 3)
         {
             Instantiate (squareMove3, transform.position, transform.rotation);
         }

         if (diceRoll == 4)
         {
             Instantiate (squareMove4, transform.position, transform.rotation);
         }

         if (diceRoll == 5)
         {
             Instantiate (squareMove5, transform.position, transform.rotation);
         }

         if (diceRoll == 6)
         {
             Instantiate (squareMove6, transform.position, transform.rotation);
         }

     }

     if (Physics.Raycast (camRay, out hit, camRayLength, BlueMoveMask) && BlueSquareClicked == true) 
     {
         Debug.Log ("Clicked on BlueMoveTile");

     //Aaand this is where I would find the transform of the space clicked on
     // and send the unit to that transform.position. with some sort of smooth transistion.


     }
 }

}

boardgame.jpg (46.1 kB)
boardgame-playerclicked.jpg (50.4 kB)
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