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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