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Question by unity_O9yFOEld5ESRvw · Aug 08, 2018 at 02:36 PM · gameobjectarraylistpages

Deactivate current object in array, activate next one?

Hello, I am trying to create a bit of code that will "turn the pages" of a "book" that is being presented on my canvas (currently saved as an array) Effectively what I want to do is this: 1. Find the page my player is currently reading 2. Set that to be inactive 3. Find the page that comes after the current page 4. Set that to be active 5. Set the new page to be my current page Could someone give me some help in achieving this?

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Answer by cbjunior · Aug 08, 2018 at 03:03 PM

Your question is a little general, but I will do my best to provide a decent example of how to accomplish this.

 private Page[] pages = new Page[numOfPages];
 private int currentPage;
 private float timeSinceLastTurn;
 
 void Start()
 {
      for (int i = 0; i < numOfPages; i++)
      {
            //Do whatever you need to initialize the pages
           pages[i].SetActive(false);
      }
      currentPage = 0;
      timeSinceLastTurn = 0.0f;
      pages[0].SetActive(true);
 }
 
 void Update()
 {
      timeSinceLastTurn += Time.deltaTime;
      if (Input.GetKeyDown(KeyCode.RightArrow) && timeSinceLastTurn >= 5.0f) // or whatever input you're using and delay you want between turns
      {
           if (currentPage < numOfPages - 1)
           {
                pages[currentPage].SetActive(false);
                currentPage++;
                pages[currentPage].SetActive(true);
                timeSinceLastTurn = 0.0f;
           }
      }

      //Repeat above code but inverted in order to handle turning back a page
 }
 

You will of course need to have some Page class defined derived from MonoBehaviour, but that part I'll leave up to you.

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Answer by FernandoHC · Aug 08, 2018 at 03:03 PM

I will consider you have a Page class array of, which extends Monobehaviour. If not, then i'd suggest doing so. Regarding your questions list:

  1. You ideally should have an index of the current page, so create an int currentPage and use it.

  2. Do array[currentPage].gameObject.SetActive(false);, or even better have a method on Page that does that and more if needed.

  3. currentPage++, if you have sequential pages.

  4. array[currentPage].gameObject.SetActive(true);

  5. This has already been done on step 3.

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