Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by jamesstephenbrown · Oct 26, 2016 at 04:39 PM · c#collisiontargeting

Can't target another player using mouseButtonUp

Hi, I have a game with numerous agents that can be selected when they are clicked on. When this happens they become the player (the player's agent variable is replaced with them and the agent becomes the player's parent). I am trying to implement a system where you drag their destination over another agent to "Target" them.

To do this I am actually targeting from within the target's My class (a class that holds references to all the player's components and variables) so I am putting the agent into a function that is operated by the player's current agent. This seems to work in theory, but in Unity it is only allowing me to target the first agent in the hierarchy, and none of the others. But all the agents are identical instances of the agent prefab, generated at the start of the game.

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;

 public class Agent : Grammar {
     public Physical physical;
     public Agent agent;
 
     void Update() {
 
         float distanceFromMouse = the.Distance(this.transform.position, Camera.main.ScreenToWorldPoint(Input.mousePosition));

         if (Input.GetMouseButtonDown(0)) {
 
             if (distanceFromMouse < 1f) {
                 the.player.agent = this;
                 the.player.transform.parent = this.transform;
             }
         }

         if (Input.GetMouseButtonUp (0)) {
 
             if (distanceFromMouse < 1f) {
                 if (the.player.agent != this && the.player.agent is Agent) {
                     the.player.agent.physical.action.Target (agent);
                 }
             }
 
             the.player.agent = null;
         }
 
         if (the.player.agent == agent)
             physical.goal = Camera.main.ScreenToWorldPoint (Input.mousePosition);
         else if (physical.hasTarget)
             physical.goal = physical.target.transform.position;
     }
 }

 public void Target (My target) {
     
     my.physical.target = target;
     my.physical.hasTarget = true;

     foreach (My other in the.agents.GetComponentsInChildren<My>()) {
         
         if (other.physical.targetters.Contains (my))
             other.physical.targetters.Remove (my);
     }

     target.physical.targetters.Add (my);
     target.physical.targetted = true;
 }

Here is my Grammar class that everything inherits from so they can access the global The class.

 using UnityEngine;
 using System.Collections;
 
 public class Grammar : MonoBehaviour {
 
     public A a;
     public The the;
 } 

Here is my The (global utility) class

 using UnityEngine;
 using System.Collections;

 public class The : MonoBehaviour {
 
     public Grid grid;
     public GameObject world;
 
     public Player player;
     public GameObject agents;
 
     public float Distance(Vector2 from, Vector2 to) { return (Heading(from,to)).magnitude; }
     public Vector2 Heading (Vector2 from, Vector2 to) { return to - from; }
 }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

my adding target script wont stop adding targets. 2 Answers

Distribute terrain in zones 3 Answers

Health Script/Targeting system c# 2 Answers

Multiple Cars not working 1 Answer

Attaching objects on collision 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges