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Question by RobinHoodz · Sep 15, 2017 at 10:29 PM · c#swapping

UI Button Swap Objects

Hi, For my first project on Unity I'm trying to implement a UI Button that swap between different object model. I've found some old coding used for cycling objects and tried to use it on my own but i can't quite understand what i'm missing. Here is a copy of the script i wrote using System.Collections;using System.Collections.Generic; using UnityEngine;

public partial class Activate : MonoBehaviour {

 public static bool viewCube;
 public static bool viewCylinder;
 public static bool viewSphere;
 private int itemSelector;
 private int objectCount;

 `void Start() {
     itemSelector = 1;
 }

 void Update() {
     Debug.Log(itemSelector);
     Debug.Log(viewCube);
     Debug.Log(viewCylinder);
     Debug.Log(viewSphere);

     ViewableObjects = FindObjectOfType(typeof(scriptaray)) as scriptaray[];
     objectCount = new ViewableObjects;

     if (Input.GetButtonDown)
     {= "Button") }

     {
         itemSelector -= 1;
     }
     if (itemSelector >= 4)
     {
         itemSelector = 1;
     }

     if (itemSelector <= 0)
     {
         itemSelector = 3;
     }
     if (itemSelector == 1)
     {
         viewCube = true;
     }
     else {
         viewCube = false;
     }
     if (itemSelector == 2)
     {
         viewCylinder = true;
     }
     else {
         viewCylinder = false;
     }
     if (itemSelector == 3)  {
         viewSphere = true;  }
     else  {
         viewSphere = false; }

     for (int = 0; int < objectCount; int++)
     {
         if (viewCube)  {
             if (ViewableObjects.gameObject.tag == "cube")
             {
                 ViewableObjects.gameObject.setActive.enabled = true;
             }
             else   {
                 ViewableObjects.gameObject.render.enabled = false;
             }
         }

         if (viewCylinder) {
             if (ViewableObjects.gameObject.renderer.tag == "Cylinder")
             {
                 ViewableObjects.gameObject.renderer.enabled = true;
             }
             else {
                 ViewableObjects.gameObject.renderer.enabled = false;
             }
         }

         if (viewSphere) {
             if (ViewableObjects.gameObject.renderer.tag == "Sphere")
             {
                 ViewableObjects.gameObject.renderer.enabled = true;
             }
             else {
                 ViewableObjects.gameObject.renderer.enabled = false;
             }
         }

     }
 }

} `

I really appreciate any help you can provide.

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avatar image MaxGuernseyIII · Sep 16, 2017 at 12:05 AM 0
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You might want to edit your question so all of the script renders correctly. It makes it more difficult to read when it's formatted like this. There's a button you can use to get a script to format correctly.

avatar image MaxGuernseyIII · Sep 16, 2017 at 12:06 AM 0
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Also, please give any hints you can about what is actually going wrong. If the class is partial for a real reason, like you define the rest of it somewhere else, please include that.

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Answer by MaxGuernseyIII · Sep 16, 2017 at 12:15 AM

There are a lot of things wrong with this script.

In this line, you attempt to assign an object of type ViewableObjects to a variable of type int. You also don't construct your instance of ViewableObjects correctly.

 objectCount = new ViewableObjects;

This bit just won't parse at all:

 if (Input.GetButtonDown)
      {= "Button") }
      {

There are a lot of basic C# errors. That is, problems that would be problems if you were just writing an algorithm in Visual Studio; they aren't Unity specific, near as I can tell. You might want to go use a tool like HackerRank to help walk you through the language and get you past these kinds of problems.

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