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Issue with referencing certain properties during events

Discussion in '2D' started by som3guy, May 17, 2018.

  1. som3guy

    som3guy

    Joined:
    Sep 14, 2017
    Posts:
    13
    Hey,

    so this is rather hard to describe but please bear with me.

    I am drawing a line from elements of type A to elements of type B in my project and after drawing, the B object saves the line as a property and the line knows where it's connected to. This is done mainly via OnMouseDown and OnMouseDrag on an A object. This works very well so far.

    However, when releasing the mouse button and finishing drawing the line, OnMouseUp (which is in the A object) triggers obviously. BUT when this happens, I want to check a certain property of the B object.

    More precisely, during OnMouseUp I want to check if there is a line already connected to the B object and if so, replace the line with the currently drawn line. Now the problem is that I have no idea how to check this in the script in the A object, especially in the OnMouseUp event.

    Here's the code:

    Class A:

    Code (CSharp):
    1.     GameObject line;
    2.     Vector2[] tempEdges;
    3.  
    4.     void OnMouseDown () {
    5.  
    6.         // instantiate Line after clicking circle
    7.         line = Instantiate (Resources.Load("Line")) as GameObject;
    8.         Manager.currentlyDrawnLine = line.gameObject;
    9.     }
    10.  
    11.     void OnMouseDrag () {
    12.  
    13.         if (!Manager.isMouseInsideCircle) {
    14.             Vector2 screenPos = new Vector2 ();
    15.             Camera.main.ScreenToWorldPoint (screenPos);
    16.  
    17.             line.GetComponent<LineRenderer> ().SetPosition (0,
    18.                 new Vector3 (transform.position.x + (GetComponent<SpriteRenderer> ().bounds.size.x) / 2,
    19.                     transform.position.y,
    20.                     transform.position.z));
    21.             line.GetComponent<LineRenderer> ().SetPosition (1, Camera.main.ScreenToWorldPoint (Input.mousePosition) + Vector3.forward * 10);
    22.  
    23.             tempEdges = line.GetComponent<EdgeCollider2D> ().points;
    24.             tempEdges [0] = new Vector2 (
    25.                 transform.position.x + (GetComponent<SpriteRenderer> ().bounds.size.x) / 2 - 0.7f,
    26.                 transform.position.y - 0.217f);
    27.             tempEdges [1] = new Vector2 (
    28.                 (Camera.main.ScreenToWorldPoint (Input.mousePosition) + Vector3.forward * 10).x - 0.7f,
    29.                 (Camera.main.ScreenToWorldPoint (Input.mousePosition) + Vector3.forward * 10).y - 0.217f);
    30.  
    31.             line.GetComponent<EdgeCollider2D> ().points = tempEdges;
    32.         }
    33.     }
    34.  
    35.     void OnMouseUp() {
    36.  
    37.     // Here is where I want to check if there is already a line connected to the B object
    38.  
    39.         }
    40.         if (!Manager.currentlyDrawnLine.GetComponent<Line>().destinObject) {
    41.             Destroy (Manager.currentlyDrawnLine);
    42.         }
    43.  
    44.         Manager.currentlyDrawnLine = null;
    45.     }
    Class B:

    Code (CSharp):
    1.     public GameObject connectedLine;
    2.     public bool isConnected = false;
    3.  
    4.     void Update() {
    5.  
    6. //        Debug.Log (Manager.currentlyDrawnLine);
    7.  
    8.         if (connectedLine) {
    9.             GetComponent<SpriteRenderer> ().color = Color.green;
    10.         } else {
    11.             GetComponent<SpriteRenderer> ().color = Color.white;
    12.         }
    13.  
    14.         Vector3 mousePos = Camera.main.ScreenToWorldPoint (Input.mousePosition);
    15.         mousePos.z = 0;
    16.  
    17.         if (GetComponent<CircleCollider2D> ().bounds.Contains (mousePos)) {
    18.             Manager.isMouseInsideCircle = true;
    19.         } else if (!GetComponent<CircleCollider2D> ().bounds.Contains (mousePos)) {
    20.             Manager.isMouseInsideCircle = false;
    21.         }
    22.          
    23.         // If mouse inside circle and a line being drawn
    24.         if (Manager.isMouseInsideCircle && Manager.currentlyDrawnLine) {
    25.             Manager.currentlyDrawnLine.GetComponent<LineRenderer> ().SetPosition (1, this.transform.position);
    26.  
    27.             connectedLine = Manager.currentlyDrawnLine;
    28.             connectedLine.GetComponent<Line> ().destinObject = this.gameObject;
    29.  
    30.             // If mouse not inside circle and a line being drawn
    31.         } else if (!Manager.isMouseInsideCircle && Manager.currentlyDrawnLine) {
    32.             if (connectedLine && !connectedLine.GetComponent<Line> ().isSnapped) {
    33.                 if (connectedLine) {
    34.                     connectedLine.GetComponent<Line> ().destinObject = null;
    35.                 }
    36.                 connectedLine = null;
    37.             }
    38.  
    39.         }
    40.     }
    Manager class:

    Code (CSharp):
    1. public static class Manager {
    2.  
    3.     public static GameObject currentlyDrawnLine;
    4.     public static bool isMouseInsideCircle = false;
    5.     public static GameObject alreadyConnectedLine;
    6.  
    7. }
    And you can find the repo here in case it helps: https://github.com/s0m3guy/MA_Sandbox
     
    Last edited: May 17, 2018
  2. Hyblademin

    Hyblademin

    Joined:
    Oct 14, 2013
    Posts:
    702
    If I'm understanding correctly, we can click and drag the A objects in your project which connect to B objects with lines. Is this correct?

    How do we know which B object we want to check? We should be able to generalize the answer to this into the answer to your question of how to check the B object.

    Does it use the nearest B object? Is there only one B object?
     
  3. som3guy

    som3guy

    Joined:
    Sep 14, 2017
    Posts:
    13
    You cannot drag the A objects, clicking them instantiates a line, which starts at this object and the end point follows the mouse while OnMouseDrag in order to then connect the line to an object of type B.

    >How do we know which B object we want to check?

    When I connect A with B I want to check if B already has a line connected to it. And B is also the object where I let go of the mouse button.

    And in this part here I check if I collide with a certain B object:

    In B class:
    Code (CSharp):
    1. if (GetComponent<CircleCollider2D> ().bounds.Contains (mousePos)) {
    2.             Manager.isMouseInsideCircle = true;
    And no there are several B objects
     
  4. Hyblademin

    Hyblademin

    Joined:
    Oct 14, 2013
    Posts:
    702
    You could check for objects under the cursor when mouse is released using Camera.ScreenToWorldPoint and Physics2D.OverlapObject. If a B object is identified, you can access a script in that object to see what the values of its members are.
     
  5. som3guy

    som3guy

    Joined:
    Sep 14, 2017
    Posts:
    13
    Ooh that sounds good! Not sure yet how to work these things in but I am trying :)