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Question by lucaspalomo93 · Jul 04, 2018 at 02:22 AM · mechanics

OnMouseDown

Hi! I am trying to create a 2D game. I have a tree made with three square sprites one on top of the other inside an empty GameObject, and I want to deactivate them one by one with the mouse. The problem with the code I wrote is that when i click the tree, the trhee of them deactivate. I tryied in two different ways and didn't work. And what I want is: One click, one deactivates, another click, and then the other one deactivates, and one last click and the whole tree deactivates. Have any Ideas? This is my first time posting something here so I don't know if this is the right place to do this questions or if I am doing it right. This is the code and thanks!:

public class Tree : MonoBehaviour {

public GameObject[] contadorTroncos; GameObject arbol;

 // Use this for initialization
 void Start ()
 {
     arbol = GameObject.Find("Arbol");
     contadorTroncos = GameObject.FindGameObjectsWithTag("Tronco");

 }
 
 // Update is called once per frame
 void Update ()
 {
     ColocarTroncos();
 }
  
 void ColocarTroncos()
 { 
     for (int i= 0; i < contadorTroncos.Length; i++)
     {
         contadorTroncos[i].gameObject.transform.parent = arbol.transform;
     }
 }
 private void OnMouseDown()
 {
     int i = 0;

     if(i == 0)
     {
         contadorTroncos[0].gameObject.SetActive(false);
         i++;
     }
     
     if(i == 1)
     {
         contadorTroncos[1].gameObject.SetActive(false);
         i++;
     }
     if(i == 2)
     {
         contadorTroncos[2].gameObject.SetActive(false);
     }
     /*
     for (int i = 0; i < contadorTroncos.Length; i++)
     {
         switch (i)
         {
                 case 0:
                 contadorTroncos[0].gameObject.SetActive(false);
                 break;
                 case 1:
                 contadorTroncos[1].gameObject.SetActive(false);
                 break;
                 case 2:
                 contadorTroncos[2].gameObject.SetActive(false);
                 break;
             default:
                 break;
         }
        
     }
     */
 }

}

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