Ok, I made preafab whic represent match. With script attached to main camera I made 15 matches,
using UnityEngine;
using System.Collections;
using System;
using UnityEngine.UI;
public class LoadMatches : MonoBehaviour {
public GameObject match;
GameObject[] matchArray = new GameObject[15];
void Start () {
DrawMatches();
}
private void DrawMatches()
{
int y = 4;
int x = -4;
int n = 0;
for (int i = -4; i < 5; i += 2)
{
for (int j = x; j < y + 1; j += 2)
{
matchArray[n]=Instantiate(match, new Vector3(j, i, 0), Quaternion.identity) as GameObject;
matchArray[n].name= Convert.ToString(n);
n++;
}
y = y - 1;
x = x + 1;
}
}
}
and I got this
When I click on the object object have to be destroyed (made that) but when I click on the object in some row I have to made that only that object can be destroyed all others matcher in other row have to became undestroyable/unclickabe till button is pressed.
using UnityEngine;
using System.Collections;
using System;
using UnityEngine.UI;
public class DragDrop : MonoBehaviour {
float x;
float y;
public GameObject match;
private txtGameOver txtGO;
private void Awake()
{
txtGO = GameObject.FindObjectOfType<txtGameOver>();
}
private void Start()
{
match.GetComponent<Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeAll;
}
void Update(){
x = Input.mousePosition.x;
y = Input.mousePosition.y;
}
void OnMouseDrag(){
transform.position = Camera.main.ScreenToWorldPoint(new Vector3(x,y,10.0f));
}
void OnMouseDown()
{
var boxes = GameObject.FindGameObjectsWithTag("Match");
SelectMatches(match);
if (boxes.Length == 1)
{
txtGO.GameOverText();
}
}
void SelectMatches (GameObject m)
{
int n;
n = Convert.ToInt32(m.name);
if (n>=0 && n<=4)
{
Destroy(m);
}
else if (n > 4 && n <= 8)
{
Destroy(m);
}
else if (n > 8 && n <= 11)
{
Destroy(m);
}
else if (n > 11 && n <= 13)
{
Destroy(m);
}
else if (n==14)
{
Destroy(m);
}
}
}
My Question is how to made some object undestroyable/unclikable in script.
By doing this . You all just need to do is tag the gameobject as DontDestroy And it's undestroyable
object[] obj = GameObject.FindObjectsOfType(typeof (GameObject));
foreach (object o in obj) {
GameObject go = (GameObject) o;
//if the GO is tagged with DontDestroy, ignore it. (Cameras, Managers, etc. which should survive loading)
//these kind of GO's shouldn't have an ObjectIdentifier component!
if(go.CompareTag("DontDestroy")) {
Debug.Log("Keeping GameObject in the scene: " + go.name);
continue;
}
Destroy(go);
}
Hope i helped