Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by Thimble2600 · Jun 20, 2016 at 12:29 PM · for loopbreakgoto

Ending a loop and returning to the previous loop

Hi there,

I'm facing a problem I've faced a few times in the past and have always been able to work around using the goto keyword, though I know this is a very bad habit to get into and I'm hoping someone might help suggest an alternate solution.

             //if TileSpace contains a tile conflicting with conditions, return
             for (int j = 0; j < baseContent.Count; j++)
             {
                 if (baseTile.Contains(baseContent[j]) == baseContentCondition)
                 {
                     goto End:
                 }
             }

The code above checks a list of strings and if they meet a specified condition, the iteration of the initial loop ends, but I don't know how to break from this loop and skip the code below without having a boolean check (ie if(baseTile.Contains(baseContent[j]) == baseContentCondition) is true, set a bool to true and break, and then check that bool to see whether to skip the rest of the code.

     private void ConditionalTilePlacement(string resourceName, int offsetX, int offsetY, bool baseContentCondition,  List<string> baseContent, bool targetContentCondition, List<string> targetContent)
     {
         int childCount = transform.childCount;
 
         //loop for all children of MapGen
         for (int i = 0; i < childCount; i++)
         {
             TileSpace baseTile = transform.GetChild(i).GetComponent<TileSpace>();
 
             //if TileSpace contains a tile conflicting with conditions, return
             for (int j = 0; j < baseContent.Count; j++)
             {
                 if (baseTile.Contains(baseContent[j]) == baseContentCondition)
                 {
                     goto End:
                 }
             }
 
             //if target tilespaces does not exist, create new tile at target
             if (!tileSpaces[baseTile.X + offsetX, baseTile.Y + offsetY])
             {
                 NewTile(baseTile.X + offsetX, baseTile.Y + offsetY);
             }
             
             //if Target TileSpace contains a tile conflicting with conditions, return
             for (int j2o = 0; j2o < targetContent.Count; j2o++)
             {
                 if (tileSpaces[baseTile.X + offsetX, baseTile.Y + offsetY].Contains(targetContent[j2o]) != targetContentCondition)
                 {
                     continue;
                 }
             }
 
             //create tile on target, in tilespaces
             tileSpaces[baseTile.X + offsetX, baseTile.Y + offsetY].Add(m_resources.Get(resourceName), resourceName);
 
             End:
         }
     }

Bit of an odd question, but if anyone has any suggestions please let me know, and sorry if I've worded my question poorly.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Thimble2600 · Jun 20, 2016 at 12:59 PM

Found a solution I'm comfortable with

             int err = 0;
 
             //if TileSpace contains a tile conflicting with conditions, return
             for (int j = 0; j < baseContent.Count; j++)
             {
                 err += baseTile.Contains(baseContent[j]) == baseContentCondition ? 0 : 1;
             }
 
             if (err > 0)
                 continue;
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

57 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Accessing variables from a for loop 1 Answer

Breaking out of the right loop 1 Answer

what is wrong with my for loop? 3 Answers

Switching out GameObject with Prefab? 2 Answers

Multiple raycast in for loop uses same RaycastHit 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges