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Question by SageGlaze · Mar 06, 2019 at 10:47 PM · c#listsefficiency

Switching elements in multiple arrays?

So I have 3 empty game objects as children of my player, each acting as a spawn point for different types of VFX. one for projectiles, one for spread, burst like effects (think flamethrower), and lastly one for top-down AOE like effects that are spawned according to a RaycastHit hitpoint.


Each effect is instantiated through different inputs, handled by separate scripts and housed in separate lists. For each type of effect I intend to have a few different elements (like fire, ice, and lightning). I started writing some code to switch between the elements in the list, here's a bit I wrote for switching the projectile elements:


     public class SpawnVFXProjectile : MonoBehaviour
     {
         public List <GameObject> vfx = new List <GameObject>();
 
         private Transform myTransform;
         private GameObject effectToSpawn;
 
         void Start()
         {
             effectToSpawn = vfx[0];
             myTransform = transform;
         }
         
         void Update()
         {
             if (Input.GetButtonDown("vfxFire"))
             {
                 effectToSpawn = vfx[0];
             }
 
             if (Input.GetButtonDown("vfxIce"))
             {
                 effectToSpawn = vfx[1];
             }
 
             if (Input.GetButtonDown("Fire1"))
             {
                 SpawnVFX();
             }
         }



This works great but I started thinking is there not a more efficient way to do this for all three lists without writing the same code in all three scripts? Is it efficient or possible to write a fourth script, attached to a fourth game object, that will gather all three lists and switch them all to the same element within a single if statement? Oh and by the way I initially thought about just toggling through the list but as a combat mechanic that seems pretty clunky to have to tap the 'tab' key or something 3 times to get to the element I need.

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Answer by SageGlaze · Mar 16, 2019 at 07:56 AM

Almost forgot about this. I was hoping to find a solution involving delegates but I couldn't wrap my mind around it. I basically made my effectToSpawn a public variable in each of the scripts that handled the different effects and created a 4th script attached to my player gameObject that accessed each of the 3 scripts and switched the index each effectToSpawn variable was assigned to upon the specified input.


I unfortunately don't have the 4th script available anymore as I'm now using object pooling and I have no idea how to add a list to a list sorry :/ but it pretty much looked something like this:


  public GameObject projectileSpawnPoint;
     public GameObject spreadSpawnPoint;
     public GameObject beamSpawnPoint;
 
     private SpawnVFXProjectile projectileSpawner;
     private SpawnVFXSpread spreadSpawner;
     private SpawnVFXBeam beamSpawner;
 
     void Start()
     {
         projectileSpawner = projectileSpawnPoint.GetComponent<SpawnVFXProjectile>();
         spreadSpawner = spreadSpawnPoint.GetComponent<SpawnVFXSpread>();
         beamSpawner = beamSpawnPoint.GetComponent<SpawnVFXBeam>();
     }
 
     void Update()
     {
         if(Input.GetButtonDown("vfxFire"))
         {
             projectileSpawner.effectToSpawn = vfx[0];
             spreadSpawner.effectToSpawn = vfx[0];
             beamSpawner.effectToSpawn = vfx[0];
         }
 
         if(Input.GetButtonDown("vfxIce"))
         {
             projectileSpawner.effectToSpawn = vfx[1];
             spreadSpawner.effectToSpawn = vfx[1];
             beamSpawner.effectToSpawn = vfx[1];
         }
     }

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