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Question by kuivalappa · Mar 11, 2017 at 06:37 PM · gameobjectshootingsetactiveswitchshop

SetActive between gameobjects

Hi everyone,

I'm trying to active one object at a time between five, every time I press one button and save it. But now I can only switch between two objects...

public class PlayerGun : MonoBehaviour {

 public GameObject gun1;
    public GameObject gun2;
 public GameObject gun3;
 public GameObject gun4;
 public GameObject gun5;






public void Start () {

     gun1.SetActive(true);
     gun2.SetActive(false);
     gun3.SetActive(false);
     gun4.SetActive(false);
     gun5.SetActive(false);

 
         if (PlayerPrefs.HasKey("guns")){
         if(PlayerPrefs.GetInt("guns") == 1) {
             
             gun1.SetActive(false);
             gun2.SetActive(true);
             gun3.SetActive(false);
             gun4.SetActive(false);
             gun5.SetActive(false);
             
         }
         else 
         {
             
             gun1.SetActive(false);
             gun2.SetActive(true);
             gun3.SetActive(false);
             gun4.SetActive(false);
             gun5.SetActive(false);
             
             }
             
         }

     
     

}

  public void Upgradebuttom() {

     
         PlayerPrefs.SetInt ("guns", 1);
         gun1.SetActive(false);
         gun2.SetActive(true);            
         gun3.SetActive(false);
         gun4.SetActive(false);
         gun5.SetActive(false);

             
         }


  

 public void Update () {

      

 

 }
 

}

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Best Answer

Answer by br90218 · Mar 11, 2017 at 07:41 PM

According to the code you posted you're not even switching between two guns. Your code starts out activating gun1, and then whenever the button is pressed it turns on gun2 and stays there even if you push the button again.

What you wanna do is write something like this:

 //Pseudo-code only
 set all guns to inactive (false) first, and turn on the default gun
 if(GetKey("The key")) {
   i = a random int from 0 ~ 4
   switch(i) {
     PlayerPrefs.SetInt("guns", i);
     turn on corresponding gun
     break;
    }
 }

Something like above. It's a little brief but I believe you can understand the concept.

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