How to save game objects and switch out unsaved game objects via code.
Hi,
I am trying to create a system where I spawn gameObjects via code onto a grid. Then I can press one of the game objects to "Save" it. Then I have a button that will destroy the unsaved objects and put a newly random game object in it's place. I can get the grid to generate game objects and I can save game objects but when I press the button the other game objects are destroyed but new are objects don't get generated. I can't figure out haw to do this. I have tried using tags and layer masks to detect which spawn points doesn't have a saved object. nothing works. Any suggestion. I'm only an advanced beginner so I can't handle really technical responses.
I have two scripts: Script#1
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Board : MonoBehaviour
{
[SerializeField] Transform[] spawnPoints;
[SerializeField] GameObject[] animals;
public LayerMask whatIsUnsaved;
// Start is called before the first frame update
void Start()
{
foreach (Transform s in spawnPoints)
{
int rand = Random.Range(0, animals.Length);
Instantiate(animals[rand], s.transform.position, Quaternion.identity);
}
}
public void Shuffle()
{
GameObject[] anim = GameObject.FindGameObjectsWithTag("Player");
foreach(GameObject a in anim)
{
GameObject.Destroy(a);
}
foreach(Transform t in spawnPoints)
{
Collider2D roomDetection = Physics2D.OverlapCircle(transform.position, 1, whatIsUnsaved);
if (roomDetection == null)
{
int rand = Random.Range(0, animals.Length);
Instantiate(animals[rand], t.transform.position, Quaternion.identity);
}
}
}
}
Script #2
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Animal : MonoBehaviour
{
public GameObject square;
private void OnMouseDown()
{
square.GetComponent<SpriteRenderer>().color = Color.yellow;
gameObject.tag = "Saved";
gameObject.layer = 6;
}
}
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