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Question by coolbird22 · Jun 22, 2014 at 07:01 PM · collisionspritelistif

Increment based 'if' conditions not being met for the later conditions. Any solutions ?

I'm trying to show SpriteA if ObjectA collided with 4 enemies and SpriteB if ObjectA collided with 6 enemies. The 'if' condition for SpriteA is met first in any scenario. If my ObjectA really collides with 6 enemies, as soon as the counter reaches 4 enemies, SpriteA is shown and the other 2 enemies are disregarded and not taken into account and hence SpriteB is never shown. How can I achieve this behavior ? An example script as shown below:

         public List<GameObject> collidedEnemies;
     
         if (collidedEnemies.Count == 4) 
         {congratulatoryGameObject.GetComponent<SpriteRenderer> ().sprite = SpriteA;
         }
 
         if (collidedEnemies.Count == 6) 
         {congratulatoryGameObject.GetComponent<SpriteRenderer> ().sprite = SpriteB;
         }
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avatar image meat5000 ♦ · Jun 22, 2014 at 07:38 PM 0
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else if?

avatar image tanoshimi · Jun 22, 2014 at 07:46 PM 0
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What happens if 5 enemies are collided with?!

avatar image RudyTheDev · Jun 22, 2014 at 07:47 PM 0
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What deter$$anonymous$$es the contents of collidedEnemies? If these are colliders, then I'm guessing after 6 enemies triggers, it very quickly triggers with 4 again, so you don't see the sprite. You can probably check if that's what's happening with:

  public List<GameObject> collidedEnemies;

  private bool had6 = false;

 if (collidedEnemies.Count == 4 && !had6)
 {
     congratulatoryGameObject.GetComponent<SpriteRenderer> ().sprite = SpriteA;
 }
  
 if (collidedEnemies.Count == 6)
 {
     congratulatoryGameObject.GetComponent<SpriteRenderer> ().sprite = SpriteB;
     had6 = true;
 }

avatar image Kiwasi · Jun 22, 2014 at 07:50 PM 0
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This code should work, I assume the problem is somewhere else. Consider running a Debug.Log(collidedEnimies.Count) to see if it ever actually reaches 6.

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