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Question by Mad_Mark · Apr 12, 2018 at 10:55 PM · scripting beginner

Level Change Annunciation

I am developing a fairly large game, 1000 levels. I have built the levels and the scripts that allow traversal. Each level change is vocalized using small wav files. I am looking for an optimization trick. Currently I have 1000 if statements. Surely there is a better, faster, more efficient and less space taking way to do what I am doing. Any help would be appreciated.

                 if (SceneManager.GetActiveScene().buildIndex == 2)
                 {
                     // sectorText.text = "0000";
                     compAudio.playAudio(95); // Sector
                     yield return new WaitForSeconds(myAudio.clip.length);
                     compAudio.playAudio(0); // ZERO
                     yield return new WaitForSeconds(myAudio.clip.length);
                     compAudio.playAudio(44); // Fed Space
 
                 }
 
                 if (SceneManager.GetActiveScene().buildIndex == 3)
                 {
                     // sectorText.text = "0001";
                     compAudio.playAudio(95); // Sector
                     yield return new WaitForSeconds(myAudio.clip.length);
                     compAudio.playAudio(1); // ONE
                     yield return new WaitForSeconds(myAudio.clip.length);
                     compAudio.playAudio(44); // Fed Space
 
                 }
 
                 if (SceneManager.GetActiveScene().buildIndex == 4)
                 {
                     //sectorText.text = "0002";
                     compAudio.playAudio(95); // Sector
                     yield return new WaitForSeconds(myAudio.clip.length);
                     compAudio.playAudio(2); // TWO
                     yield return new WaitForSeconds(myAudio.clip.length);
                     compAudio.playAudio(73); //  Neutral Space
 
                 }
 .
 .
 .
                 if (SceneManager.GetActiveScene().buildIndex == 1000)
                 {
                     //sectorText.text = "1000";
                     compAudio.playAudio(95); // Sector
                     yield return new WaitForSeconds(myAudio.clip.length);
                     compAudio.playAudio(1); // ONE
                     yield return new WaitForSeconds(myAudio.clip.length);
                     compAudio.playAudio(56); // THOUSAND
                     yield return new WaitForSeconds(myAudio.clip.length);
                     compAudio.playAudio(73); //  Neutral Space
                 }
 

Cheers, Mark

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avatar image Cornelis-de-Jager · Apr 12, 2018 at 11:02 PM 0
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You can try somthing like this:

 int num = Scene$$anonymous$$anager.GetActiveScene().buildIndex;
 
  //Play the sector Sound
 compAudio.playAudio(95); // Sector
 
 yield return new WaitForSeconds(myAudio.clip.length);
 
 if (num > 10 && num < 20)
      compAudio.playAudio(0); // ZERO
 if (num > 20 && num < 30)
      compAudio.playAudio(1); // One
 if (num > 30 && num < 10)
      compAudio.playAudio(2); // Two
 
 yield return new WaitForSeconds(myAudio.clip.length);
 compAudio.playAudio(44); // Fed Space

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Answer by Mad_Mark · Apr 14, 2018 at 06:52 AM

Never mind. Figured it out. I used: if (sectorInt == 1000) { compAudio.playAudio(1); // ONE yield return new WaitForSeconds(myAudio.clip.length); compAudio.playAudio(29); // THOUSAND yield return new WaitForSeconds(myAudio.clip.length); } else if (sectorInt >= 900) { compAudio.playAudio(9); // NINE yield return new WaitForSeconds(myAudio.clip.length); compAudio.playAudio(28); // Hundred yield return new WaitForSeconds(myAudio.clip.length);

                     newSectorInt = sectorInt - 900;
                     Debug.Log("sectorint is in 900's. newsectorint = " + newSectorInt);
                 }
 

and then just continued looking for tens and ones. Mark

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