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Question by frankglinski · Mar 15, 2017 at 03:39 PM · c#unity 5buttonarrays

Next and Back Button?

I'm trying to create a couple buttons; A "Next" button to go forward through an array of objects and a "Previous" button to go back to the previous object in the array. Right now i have the next button working with this script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class NextSceneScript : MonoBehaviour {
 
     public GameObject[] characterScenes;
     private int currentCharacterScene;
 
 
     public void NextScene(){
 
         characterScenes [currentCharacterScene].SetActive (false);
 
         if (currentCharacterScene >= characterScenes.Length - 1) {
 
             currentCharacterScene = 0;
             characterScenes [currentCharacterScene].SetActive (true);
             //Debug.Log ("Function Part 1");
 
         } else {
 
             currentCharacterScene++;
             characterScenes [currentCharacterScene].SetActive (true);
             //Debug.Log ("Function Part 2  array lenght = " + characterModels.Length.ToString());
 
         }
     }
 
     // Use this for initialization
     void Start () {
 
         for (int i = 0; i < characterScenes.Length; i++) {
 
             characterScenes [i].SetActive (false);
 
             currentCharacterScene = 0;
             characterScenes [0].SetActive (true);
 
         }
 
     }
 
 }

So basically I need to create the inverse with another script.

Thanks in advance.

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Answer by polan31 · May 21, 2020 at 09:05 PM

I know we already have 2020, but after searching for a problem in google, your post is the first, so I put a script that solves the problem. Maybe for someone will be useful :) This script also allows you to hide the left arrow on the first object from the list and hide right arrow on the last object on the list.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 using System.IO;
 using UnityEngine.SceneManagement;
  
 public class MenuPanel : MonoBehaviour
 {
 public GameObject[] tutorialPage;
  
  
     [SerializeField] GameObject buttonLeft;
     [SerializeField] GameObject buttonRight;
  
     int currentIndex = 0;
  
     public int CurrentIndex
     {
      
             get
             {
                 return currentIndex;
             }
             set
             {
             if (tutorialPage[currentIndex] != null)
                 {
                     //set the current active object to inactive, before replacing it
                 GameObject aktivesObj = tutorialPage[currentIndex];
                 aktivesObj.SetActive(false);
                 }
  
                 if (value < 0)
                 currentIndex = tutorialPage.Length - 1;
             else if (value > tutorialPage.Length - 1)
                     currentIndex = 0;
                 else
                     currentIndex = value;
             if (tutorialPage[currentIndex] != null)
                 {
                 GameObject aktivesObj = tutorialPage[currentIndex];
                     aktivesObj.SetActive(true);
                 }
             }
         }
  
     public void Previous(int direction)
     {
         if (direction == 0)
             CurrentIndex--;
      
         if (CurrentIndex <= 3)
         {
             buttonRight.SetActive(true);
  
             Debug.Log("4");
         }
  
         if (CurrentIndex <= 0)
         {
             buttonLeft.SetActive(false);
             Debug.Log("3");
         }
     }
  
  
  
 public void Next(int direction)
 {
 if (direction >= 1)
     CurrentIndex++;
  
         if (CurrentIndex >= 4)
         {
             buttonRight.SetActive(false);
  
             Debug.Log("2");
         }
  
         if (CurrentIndex >= 1)
         {
             buttonLeft.SetActive(true);
             Debug.Log("3");
         }
  
     }
  
  
     public void OnClickTutorialPanel()
     {
  
         if (CurrentIndex <= 0)
         {
             buttonLeft.SetActive(false);
             buttonRight.SetActive(true);
             Debug.Log("1");
  
         }
  
         tutorialPage[0].SetActive(true);
         Tutorial.SetActive(true);
     }
  
  
  
  
     public void OnClickBackToSettings(){
         CurrentIndex = 0;
  
         tutorialPage[currentIndex].SetActive(false);
         Tutorial.SetActive(false);
  
 }
     }
  
  
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avatar image Tmotions2 · May 28, 2020 at 11:00 AM 0
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Hey polan31,

Can you explain how to set up the script on 2D UI ?

I would like to use it as an image change in my scene.

Thanks for charging

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