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Question by wolkeger · Feb 01, 2016 at 05:13 AM · scripting problem

Trigger Sequence

Hi. I want to create a trigger sequence. A player has to go to a special position. After his arrival at the position a counter will be activated that counts from 10 to 0. After the timer ends the player has to go another position. The timer is a textmesh that changes.

Actually this script makes a random position. But I want the player to walk a special sequence which is determined and not random. Imagine the following sequence. Position 3 (x,y,z), Position 3, Pos. 1, 2, 3, 4, 1, 2, 3, 1 ,2 etc...

Could you help me to change the code? Here is the script:

 using UnityEngine;
 using System.Collections;
  
 public class Abwurfsortanzeigecontroller : MonoBehaviour {
  
     TextMeshTimerV2 Timer;
     public bool inrange;
     Vector3 newpos;
     float x;
     float y;
     float z;
  
     // Use this for initialization
     void Start () {
         light.color = Color.red;
         Timer = GameObject.Find ("Abwurfanzeiger").GetComponent<TextMeshTimerV2> ();
     }
  
     // Update is called once per frame
     void Update () {
  
                 if (inrange) {
                         Timer.startime = true;
                         if (Timer.sec >= 10) {
                                 x = Random.Range (-7, 7);
                                 y = 4;
                                 z = Random.Range (0, 10);
                                 newpos = new Vector3 (x, y, z);
                                 transform.position = newpos;
                                 Timer.sec = 0;
                                 Timer.startime = false;
                         }
                 }
         }
  
  
     void OnTriggerEnter(Collider other)
         {
        
             Debug.Log ("Enter");
             light.color = Color.green;
             inrange = true;
        
         }
    
     void OnTriggerStay (Collider other)
         {
             light.color = Color.green;
         }
    
     void OnTriggerExit (Collider other)
         {
             light.color = Color.red;
             inrange = false;
         }
 }
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