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Question by fuadshahmuradov · Apr 25, 2020 at 07:30 PM · 2dgameobjecttiled

Unity 2d remove gameobject child at specific position

I am making game inspired by Plants vs Zombies. I spawn defenders when I click on the certain tile using DefenderSpawner.cs . When defenders are instantiated they are childed at Defenders parent. Now I want to add a shovel button, to remove certain defender at mouseclicked position.

This is the script for spawning. What can I do?

 using System;
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class DefenderSpawner : MonoBehaviour
 {
     Defender defender;
     GameObject defenderParent;
     const string DEFENDER_PARENT_NAME = "Defenders";
 
     private void Start()
     {
         CreateDefenderParent();
     }
 
     private void CreateDefenderParent()
     {
         defenderParent = GameObject.Find(DEFENDER_PARENT_NAME);
         if(!defenderParent)
         {
             defenderParent = new GameObject(DEFENDER_PARENT_NAME);
         }
     }
 
     private void OnMouseDown()
     {
         if (defender != null)
         {
             AttemptToPlaceDefenderAt(GetSquareClicked());
         }
         else
         {
             return;
         }
     }
 
     public void SetSelectedDefender(Defender defenderToSelect)
     {
         defender = defenderToSelect;
     }
 
     private void AttemptToPlaceDefenderAt(Vector2 gridPos)
     {
         var StarDisplay = FindObjectOfType<StarDisplay>();
         int defenderCost = defender.GetStarCost();
         if(StarDisplay.HaveEnoughStars(defenderCost) && !FindObjectOfType<PauseMenu>().GameIsPaused)
         {
             SpawnDefender(gridPos);
             StarDisplay.SpendStars(defenderCost);
         }
     }
 
     public Vector2 GetSquareClicked()
     {
         Vector2 clickPos = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
         Vector2 worldPos = Camera.main.ScreenToWorldPoint(clickPos);
         Vector2 gridPos = SnapToGrid(worldPos);
         return gridPos;
     }
 
     private Vector2 SnapToGrid(Vector2 rawWorldPos)
     {
         float newX = Mathf.RoundToInt(rawWorldPos.x);
         float newY = Mathf.RoundToInt(rawWorldPos.y);
         return new Vector2(newX, newY);
     }
 
     private void SpawnDefender(Vector2 roundedPos)
     {
         Defender newDefender = Instantiate(defender, roundedPos, Quaternion.identity) as Defender;
         newDefender.transform.parent = defenderParent.transform;
     }    
 }




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Answer by fuadshahmuradov · Apr 25, 2020 at 08:55 PM

I found solution.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class DefenderRemover : MonoBehaviour
 {
     Camera mainCam;
     bool removerSelected=false;
 
     void Awake()
     {
         removerSelected = false;
         mainCam = Camera.main;
     }
 
     private void OnMouseDown()
     {
         removerSelected = true;
        
     }
 
     void Update()
     {
         if(removerSelected)
         {
             GetComponent<SpriteRenderer>().color = Color.gray;
         }
         if (!removerSelected)
         {
             GetComponent<SpriteRenderer>().color = Color.white;
         }
         if (Input.GetMouseButtonDown(0))
         {
             RaycastHit2D hit = Physics2D.GetRayIntersection(mainCam.ScreenPointToRay(Input.mousePosition));
 
             if (hit.collider != null && removerSelected && hit.transform.gameObject.tag=="removable")
             {
                 Destroy(hit.transform.gameObject);
                 removerSelected = false;
             }
         }
     }
 }
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Answer by qobion · Apr 25, 2020 at 07:51 PM

 void RemoveDefender (Defender defender)
 {
      Destroy(defenderParent.transform.GetChild(defender.transform.GetSiblingIndex()).gameObject);
 }
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