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Question by wreckerprogramming · Dec 11, 2017 at 08:40 AM · unity 5

Run more than expected number of once method

Please do not get too hard about my grammar. this is different from previous question. i write follow method :

 void Background_Clicked()
     {
         //hide_lights ();
         Need_Method_For_Game Need_Method_For_Game_intfc = new Need_Method_For_Game ();
         Need_Method_For_Game_intfc.hide_guide ();
         Need_Method_For_Game_intfc.Remove_all_Listener_from_Nutes ();
         //Need_Method_For_Game_intfc.turn_off_all_nute ();
     //    Need_Method_For_Game_intfc.stop_transparency_of_all_nutes();
         Need_Method_For_Game_intfc.Refresh_Flag_Of_All_Nutes ();
 
         if (Game_Controller.P1Turn) {
             
 
             detect_movable_Nutes_intfc.Turn_white_nute ();
 
         }
         else {
             
 
             detect_movable_Nutes_intfc.Turn_Red_nute ();
 
 
         }//end of Else 
         
     }//end of Background_Clicked

and i try get debug,log("test"); in Turn_Red_nute (); method .... But in each replica of the run, this exponentially increases debug,log("test"); number of run

Turn_Red_nute() method is :

 public void  Turn_Red_nute() 
     {
         byte i=0, j=0;
         for (i = 24; i >= 1; i--)
             for (j = 0; j < 15; j++) {
                 
                 if (Game_Controller.Database [i, j].Nute_M != null) {
                     byte m, n;
                     m = i;
                     n = j;
                     if (Game_Controller.Database [m, n].Nute_M.CompareTag ("red")) {
                     if ((!Game_Controller.dice_number1_gone) && (!Game_Controller.dice_number2_gone) && (!Game_Controller.dice_sum_gone)) {
 
                         
 
                             if (is_top (m, n)) {
                                 int sum_of_dice = -(Game_Controller.dice_Number1 + Game_Controller.dice_Number2); 
                                 if (nute_have_move (Game_Controller.Database [i, j].Nute_M, -(Game_Controller.dice_Number1), m, n)) {
                                     Game_Controller.Database [m, n].Nute_M.GetComponent<Turn_on_off> ().turn_on ();
                                     Game_Controller.Database [m, n].Nute_M.GetComponent<Transparent_Of_Sprite> ().start_tranparecncy ();
                                     Game_Controller.Database [m, n].have_with_dice1_flag = true;
 
                                     //Game_Controller.Database [m, n].Nute_M.GetComponent<Button> ().onClick.AddListener (() => Game_Controller.Database [m, n].Nute_M.GetComponent<Nute_Onclick> ().onclick (m, n, "red"));
 
                                     Game_Controller.Database [m, n].Nute_M.AddComponent(typeof(EventTrigger));
                                     EventTrigger trigger =Game_Controller.Database [m, n].Nute_M.GetComponent<EventTrigger> ();
                                     EventTrigger.Entry entry = new EventTrigger.Entry ();
                                     entry.eventID = EventTriggerType.PointerClick;
                                     entry.callback.AddListener ((eventData) => Game_Controller.Database [m, n].Nute_M.GetComponent<Nute_Onclick> ().onclick (m, n, "red"));
                                     trigger.triggers.Add (entry);
                                 }//end of have nute move with dice1
                                 if (nute_have_move (Game_Controller.Database [m, n].Nute_M, -(Game_Controller.dice_Number2), m, n)) {
                                     Game_Controller.Database [m, n].Nute_M.GetComponent<Turn_on_off> ().turn_on ();
                                     Game_Controller.Database [m, n].Nute_M.GetComponent<Transparent_Of_Sprite> ().start_tranparecncy ();
                                     Game_Controller.Database [m, n].have_with_dice2_flag = true;
 
                                     //Game_Controller.Database [m, n].Nute_M.GetComponent<Button> ().onClick.AddListener (() => Game_Controller.Database [m, n].Nute_M.GetComponent<Nute_Onclick> ().onclick (m, n, "red"));
 
                                     Game_Controller.Database [m, n].Nute_M.AddComponent(typeof(EventTrigger));
                                     EventTrigger trigger =Game_Controller.Database [m, n].Nute_M.GetComponent<EventTrigger> ();
                                     EventTrigger.Entry entry = new EventTrigger.Entry ();
                                     entry.eventID = EventTriggerType.PointerClick;
                                     entry.callback.AddListener ((eventData) => Game_Controller.Database [m, n].Nute_M.GetComponent<Nute_Onclick> ().onclick (m, n, "red"));
                                     trigger.triggers.Add (entry);
 
                                 }
                                 if ((nute_have_move (Game_Controller.Database [m, n].Nute_M,-(Game_Controller.dice_Number2), m, n) || nute_have_move (Game_Controller.Database [m, n].Nute_M, -(Game_Controller.dice_Number1), m, n)) && (nute_have_move (Game_Controller.Database [m, n].Nute_M, sum_of_dice, m, n))) {
                                     Game_Controller.Database [m, n].Nute_M.GetComponent<Turn_on_off> ().turn_on ();
                                     Game_Controller.Database [m, n].Nute_M.GetComponent<Transparent_Of_Sprite> ().start_tranparecncy ();
                                     Game_Controller.Database [m, n].have_with_sum_dices_flag = true;
 
                                     //Game_Controller.Database [m, n].Nute_M.GetComponent<Button> ().onClick.AddListener (() => Game_Controller.Database [m, n].Nute_M.GetComponent<Nute_Onclick> ().onclick (m, n, "red"));
 
                                     Game_Controller.Database [m, n].Nute_M.AddComponent(typeof(EventTrigger));
                                     EventTrigger trigger =Game_Controller.Database [m, n].Nute_M.GetComponent<EventTrigger> ();
                                     EventTrigger.Entry entry = new EventTrigger.Entry ();
                                     entry.eventID = EventTriggerType.PointerClick;
                                     entry.callback.AddListener ((eventData) => Game_Controller.Database [m, n].Nute_M.GetComponent<Nute_Onclick> ().onclick (m, n, "red"));
                                     trigger.triggers.Add (entry);
 
                                 }
 
                             }//end of if nute is is top 
 
                         
                     }//end of if check dont gone dice1  and dice2 and dicesum 
                     //---------------------------- dice 1 gone and dice2 dont gone --------------------------------------------
                     else if ((Game_Controller.dice_number1_gone) && (!Game_Controller.dice_number2_gone)) {
 
                         if (Game_Controller.Database [m, n].Nute_M.CompareTag ("red"))
                         if (is_top (m, n)) {
                             if (nute_have_move (Game_Controller.Database [m, n].Nute_M, -Game_Controller.dice_Number2, m, n)) {
                                 Game_Controller.Database [m, n].Nute_M.GetComponent<Turn_on_off> ().turn_on ();
                                     Game_Controller.Database [m, n].Nute_M.GetComponent<Transparent_Of_Sprite> ().start_tranparecncy ();
                                 Game_Controller.Database [m, n].have_with_dice2_flag = true;
 
                                 //Game_Controller.Database [m, n].Nute_M.GetComponent<Button> ().onClick.AddListener (() => Game_Controller.Database [m, n].Nute_M.GetComponent<Nute_Onclick> ().onclick (m, n, "red"));
 
                                     Game_Controller.Database [m, n].Nute_M.AddComponent(typeof(EventTrigger));
                                     EventTrigger trigger =Game_Controller.Database [m, n].Nute_M.GetComponent<EventTrigger> ();
                                     EventTrigger.Entry entry = new EventTrigger.Entry ();
                                     entry.eventID = EventTriggerType.PointerClick;
                                     entry.callback.AddListener ((eventData) => Game_Controller.Database [m, n].Nute_M.GetComponent<Nute_Onclick> ().onclick (m, n, "red"));
                                     trigger.triggers.Add (entry);
 
                             }//end of if (nute_have_move (Game_Controller.Database [m, n].Nute_M, Game_Controller.dice_Number2, m, n))
                         }//end of if(is_top) of if ((Game_Controller.dice_number1_gone) && (!Game_Controller.dice_number2_gone)) 
                     }//End of if dice1 gone and dice2 dont wont 
 
                     //-----------------------------------dice1 dont gone and dice2 gone------------------------------------
                     else if ((!Game_Controller.dice_number1_gone) && (Game_Controller.dice_number2_gone)) {
 
                         if (Game_Controller.Database [m, n].Nute_M.CompareTag ("red"))
                         if (is_top (m, n)) {
                             if (nute_have_move (Game_Controller.Database [m, n].Nute_M, -Game_Controller.dice_Number1, m, n)) {
                                 Game_Controller.Database [m, n].Nute_M.GetComponent<Turn_on_off> ().turn_on ();
                                 Game_Controller.Database [m, n].Nute_M.GetComponent<Transparent_Of_Sprite> ().start_tranparecncy ();
                                 Game_Controller.Database [m, n].have_with_dice1_flag = true;
 
                                 //Game_Controller.Database [m, n].Nute_M.GetComponent<Button> ().onClick.AddListener (() => Game_Controller.Database [m, n].Nute_M.GetComponent<Nute_Onclick> ().onclick (m, n, "red"));
 
                                     Game_Controller.Database [m, n].Nute_M.AddComponent(typeof(EventTrigger));
                                     EventTrigger trigger =Game_Controller.Database [m, n].Nute_M.GetComponent<EventTrigger> ();
                                     EventTrigger.Entry entry = new EventTrigger.Entry ();
                                     entry.eventID = EventTriggerType.PointerClick;
                                     entry.callback.AddListener ((eventData) => Game_Controller.Database [m, n].Nute_M.GetComponent<Nute_Onclick> ().onclick (m, n, "red"));
                                     trigger.triggers.Add (entry);
 
                             }//end of if (nute_have_move (Game_Controller.Database [m, n].Nute_M, Game_Controller.dice_Number2, m, n))
                         }//end of if(is_top) of if ((Game_Controller.dice_number1_gone) && (!Game_Controller.dice_number2_gone)) 
                     }//End of if dice1 gone and dice2 dont wont 
                     }//end of nute is red
                 }//end of if check database house not null 
                 else break;
                 //-----------------------------------------------------------------------
             }//end of for
         Debug.Log ("update");
     }


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