// Update is called once per frame void Update() { if (Input.mousePosition.y > Screen.height - 10 && camera.transform.position.y < maxY) { camera.transform.Translate(0, moveSpeed * Time.deltaTime, 0); } if (Input.mousePosition.y < 10 && camera.transform.position.y > 0) { camera.transform.Translate(0, -moveSpeed * Time.deltaTime, 0); } if (Input.mousePosition.x > Screen.width - 10 && camera.transform.position.x < maxX) { camera.transform.Translate(moveSpeed * Time.deltaTime, 0, 0); } if (Input.mousePosition.x < 10 && camera.transform.position.x > 0) { camera.transform.Translate(-moveSpeed * Time.deltaTime, 0, 0); } if (Input.GetMouseButtonUp(0)) { Ray ray = camera.ScreenPointToRay(Input.mousePosition); RaycastHit hit = new RaycastHit(); if (Physics.Raycast(ray, out hit)) { dotStatus = hit.transform.GetComponent <DotStatus> (); if (hit.collider.tag.Contains("Point") && dotStatus.isStand == false) { dotStatus.ChangeStatus(); Instantiate(dot, hit.transform.position, Quaternion.identity, hit.transform); Debug.Log("dot"); counter++; text.text = counter.ToString(); } if (hit.collider.tag.Contains("Dot") && dotStatus.isAdded == false) { dotStatus.isAdded = true; Debug.Log("tyta"); controller.AddToArray(hit.transform.gameObject); } } } }