Unity niepowodzenie z wystrzałem z procy

0

Witam,tworzę sobie grę w stylu Angry Birds z pomocą tego tutoriala http://unity3d.com/learn/tutorials/modules/beginner/live-training-archive/making-angry-birds-style-game

Jestem na 55 minucie,ale gdy wciskam przycisk Play to gdy najeżdżam na procę i próbuję na nią kliknąć i przytrzymać by przygotować się do wystrzału to z procą zwyczajnie nic się nie dzieje.

Poniżej zamieszczam kod skryptu odpowiadającego za wystrzał.Jeśli coś jeszcze będzie potrzebne to napiszcie,od razu to wkleje.

 
using UnityEngine;
using System.Collections;

public class ProjecttileDragging : MonoBehaviour {
	public float maxStretch = 3.0f;
	public LineRenderer catapultLineFront;
	public LineRenderer catapultLineBack;
	private Transform catapult;
	private SpringJoint2D spring;
	private bool clickedOn;
	private Ray rayToMouse;
	private Ray LeftCatapultToProjectTile;
	private float maxStretchSqr;
	private float circleRadius;
	private Vector2 prevVelocity;

	// Use this for initialization
	void Awake()
	{
		spring = GetComponent<SpringJoint2D> ();
		catapult = spring.connectedBody.transform;
	}

	void Start () {
		LineRendererSetup ();
		rayToMouse = new Ray (catapult.position, Vector3.zero);

		LeftCatapultToProjectTile = new Ray (catapultLineFront.transform.position,Vector3.zero);
		maxStretchSqr = maxStretch * maxStretch;
		CircleCollider2D circle = collider2D as CircleCollider2D;
		circleRadius = circle.radius;
	}
	
	// Update is called once per frame
	void Update () {
		if (clickedOn)
						Dragging ();
		if (spring != null) 
		{
			if (!rigidbody2D.isKinematic && prevVelocity.sqrMagnitude > rigidbody2D.velocity.sqrMagnitude)
			{
				Destroy(spring);
			rigidbody2D.velocity = prevVelocity;
			}
			if (!clickedOn)
			{
				prevVelocity = rigidbody2D.velocity;
			}
			LineRendererUpdate();
		} 
		else 
		{
			catapultLineFront.enabled = false;
			catapultLineBack.enabled = false;
		}
	}


	void onMouseDown()
	{
		spring.enabled = false;
		clickedOn = true;

	}
    void onMouseUp()
	{
		spring.enabled = true;
		rigidbody2D.isKinematic = false;
		clickedOn = false;
	}
	void Dragging()
	{
		Vector3 mouseWorldPoint = Camera.main.ScreenToWorldPoint (Input.mousePosition);
		Vector2 catapultToMouse = mouseWorldPoint - catapult.position;
		if (catapultToMouse.sqrMagnitude > maxStretchSqr) 
		{
			rayToMouse.direction = catapultToMouse;
			mouseWorldPoint = rayToMouse.GetPoint(maxStretch);
		}
		mouseWorldPoint.z = 0f;
		transform.position = mouseWorldPoint;
	}
	void LineRendererUpdate()
	{
		Vector2 CatapultToProjectile = transform.position - catapultLineFront.transform.position;
		LeftCatapultToProjectTile.direction = CatapultToProjectile;
		Vector3 holdPoint = LeftCatapultToProjectTile.GetPoint (CatapultToProjectile.magnitude + circleRadius);
		catapultLineFront.SetPosition (1, holdPoint);
		catapultLineBack.SetPosition (1, holdPoint);

	}
	void LineRendererSetup()
	{
		catapultLineFront.SetPosition (0, catapultLineFront.transform.position);
		catapultLineBack.SetPosition (0, catapultLineBack.transform.position);
		
		catapultLineFront.sortingLayerName = "ForeGround";
		catapultLineBack.sortingLayerName = "ForeGround";
		
		catapultLineBack.sortingOrder = 3;
		catapultLineFront.sortingOrder = 1;
	}
}

1

Zmień nazwy metod z onMouseUp i onMouseDown na OnMouseUp i OnMouseDown.

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