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Question by dreinzy · May 30, 2016 at 09:45 AM · unity 5scripting problemempty game object

Script filling Scene with empty gameObjects

I'm writing a(n incredibly inefficient, I'm guessing) script for seeing if a King is 'in check' in my chess game. Problem is, everytime I run the script it adds 2 New Game Objects to the Scene. Any help appreciated (including streamlining)!

  private bool CheckForCheck()
         {
             GameObject whiteKing = new GameObject();
             GameObject blackKing = new GameObject();
             ArrayList whitePieces = new ArrayList ();
             ArrayList blackPieces = new ArrayList ();
             GameObject[] kings = GameObject.FindGameObjectsWithTag("King");
             foreach (var king in kings)
             {
                 if (king.GetComponent<PawnBehaviourScript> ().colour == "White")
                     whiteKing = king;
                 else
                     blackKing = king;
             }
             kings = null;
             PawnBehaviourScript[] p = FindObjectsOfType<PawnBehaviourScript> ();
             foreach (PawnBehaviourScript piece in p)
             {
                 if (piece.tag != "King")
                 {                
                     if (piece.colour == "White")
                     {
                         whitePieces.Add (piece);
                     }
                     else
                     {
                         blackPieces.Add(piece);
                     }
                 }
             }
             p = null;
             foreach (PawnBehaviourScript whitePiece in whitePieces)
                 if (whitePiece.CheckMove (FindContainingZone (blackKing)))
                 {
                     whiteKing = null;
                     blackKing = null;
                     whitePieces = null;
                     blackPieces = null;
                     inCheck.SetActive (true);
                     return true;
                 }
             foreach (PawnBehaviourScript blackPiece in blackPieces)
                 if (blackPiece.CheckMove (FindContainingZone (whiteKing)))
                 {
                     whiteKing = null;
                     blackKing = null;
                     whitePieces = null;
                     blackPieces = null;
                     inCheck.SetActive (true);
                     return true;
                 }
             inCheck.SetActive (false);
             return false;
         }











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Answer by $$anonymous$$ · May 31, 2016 at 06:54 AM

In the first two lines of your code you create two gameobjects. These will be instantiated in the root of your hierarchy each time you run the code. I guess you just want a reference to the gameobject king. Change the first two lines of code into:

 GameObject whiteKing;
 GameObject blackKing;
 

You now created just a reference, not a complete new gameobject with a reference.

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avatar image dreinzy · May 31, 2016 at 09:36 AM 0
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Thanks for the reply. It creates an error if I remove the "= new GameObject()" part: "Use of unassigned local variable"

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Answer by dreinzy · May 31, 2016 at 10:22 AM

Moving

 GameObject whiteKing = new GameObject();
 GameObject blackKing = new GameObject();

outside of the method seems to have fixed it.

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