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Question by RgClube · Nov 29, 2020 at 07:43 PM · script.onmousedownraycasthit2dselecting objects

How to make the selected object destroyed with another selected object

Hello everyone, I have already made the instantiated objects move to a certain position when you click on them, now it remains to make sure that two identical selected objects are destroyed. I am having problems with this implementation, since I do not know how to properly store information about the previous clicks. Here you can see some of my attemps, the first script that attached to a camera: if (Input.GetMouseButtonDown(0)) { Vector2 origin = new Vector2(Camera.main.ScreenToWorldPoint(Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y);

              RaycastHit2D hit = Physics2D.Raycast(origin, Vector2.zero, 0f);
            
              if (hit.transform.gameObject.tag == "Ball" && hit.collider.GetComponent<LogicOfBall>().numberOfInvokes == 1 ) {
                  Debug.Log(i);
                  NumPos++;
                  if(NumPos == 6)
                  {
                    
                      if(goFirstPos == false)
                  {
                      NumPos = 0;
                      goFirstPos = true;
                    
                  }
                  else
                  {
                      if(goSecondPos == false )
                      {
                          NumPos =1;
                          goSecondPos = true;
                      }
                      else
                      {
                          if(goThirdPos == false)
                          {
                              NumPos = 2;
                              goThirdPos = true;
                          }
                           else
                          {
                              if(goForthPos == false)
                              {
                                  NumPos = 3;
                                  goForthPos = true;
                              } else
                              {
                                  if(goFivePos == false)
                                  {
                                      NumPos = 4;
                                      goFivePos = true;
                                  } else
                                  {
                                      if(goSixPos == false)
                                      {
                                          NumPos = 5;
                                          goSixPos = true;
                                      }
                                  }
                              }
                          }
                      }
                  }
                  }
                
                
              } else if(hit.transform.gameObject.tag == "Ball")
              {
                  if(hit.collider.GetComponent<LogicOfBall>().objectSelected ==true)
                  {
                     oneObjectSelected = true;
                  }
                  if(hit.collider.GetComponent<LogicOfBall>().objectSelected == true && oneObjectSelected == true)
                  {
                      destroySelectedObjects = true;
                  }
              }
          }

And the second is attached to the object itself, which is a prefab:

 public Transform[] tentacle;
     public float speed = 10f;
     private bool ballHitted = false;
     BallHit ballHit;
     int i = 0;
     public int numberOfInvokes = 0;
     public bool objectSelected;
  
     // Start is called before the first frame update
     void Start()
     {
         ballHit = FindObjectOfType<BallHit>();
         //Debug.Log(numberOfInvokes);
        
     }
  
     // Update is called once per frame
     void Update()
     {
        
         //Debug.Log(numberOfInvokes);
         if(ballHitted == true)
         {
             transform.position = Vector2.MoveTowards(transform.position, tentacle[i].transform.position, speed * Time.deltaTime);
         }
        
          
        
        
        
     }
     private void OnMouseDown() {
         if(ballHitted == false)
         {
             i=ballHit.NumPos;
            
             ballHitted = true;
            
  
         }
         numberOfInvokes++;
         if(numberOfInvokes>1)
         {
             ObjectSelected();
         }
         if(ballHit.destroySelectedObjects == true)
         {
             Destroy(gameObject);
         }
     }
     private void ObjectSelected()
     {
         Debug.Log("Object Selected");
         objectSelected = true;
     }

Thanks for any help!

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