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Question by Lumme89 · Apr 08, 2019 at 09:58 AM · c#scripting problemunity 2dc# tutorial

dont understand copy a collision on an array, i want to store data in the array, change it but not the gameobject that collide... help

if in OntriggerEnter i copy collision in my array, after if a i modify my array i modify the gameobject that collide with me, i try it in the fuction called "seleziona bersaglio". how can i only have all the information from collision? i want to do an array full of collision and after if they exit put for example the name=null. but only in the array... help please. thanks in advance.

   using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class TargetTower : MonoBehaviour
 {
     int i = 0, j = 0, k = 0;
     private  Collider2D[] Bersagli= new Collider2D[100];
     private  Collider2D bersaglio;
     void Start()
     {
         Bersagli = new Collider2D[100];
      }
 
 void Update()
     {
         selezionaBersagio();
         if (i > 0) { 
         Debug.Log("bersaglio: "+bersaglio.transform.name);
         for (int z = 0; z < i; z++)
         {
             Debug.Log("indice:"+z+"= "+Bersagli[z].transform.name);
         }
         }
     }
    
     private void selezionaBersagio()
     {
         if (bersaglio == null)
         {
             bersaglio = Bersagli[0];
             bersaglio.transform.position = new Vector3(-100f, 100f, 10f); **//this move my gameobject, i did it to test and this is my problem**
         }
 }
 
 private void OnTriggerEnter2D(Collider2D collision)
     {
         if (collision.tag=="giocatore")
         {
                Bersagli[i] = collision.GetComponent<Collider2D>(); 
 ``  i++;
 ``//**i take the collider2d and i want to copy in my array to have all the collision. i dont want change the game object that collide.**
              
         }
        
     }
 private void OnTriggerExit2D(Collider2D collision)
     {
         if (collision.tag == "giocatore")
         {
             for (j = 0; j < i; j++) //elimina e compatat array, lista di tutti i bersagli, se esce lo tolgo dalla lista
             {
                 if (collision.name == Bersagli[j].name)//cerco il nome
                 {
                    
                     Bersagli[j].name = null;//lo metto a null
                     for ( k = 0; k < i; k++) //scorro tutti componenti
                     {
                         if (Bersagli[k]==null)//quando trovo il null che ho messo
                         {
                             for (int l = k; l < i; l++) //copio il successivo nel precedente
                             {
                                 Bersagli[k] = Bersagli[k + 1];
                             }
                         }
                     }
                    
                     i--;
                 }
             }
         }
 
     }
 
 }
 
 
 
 
 
 
 
 
 
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avatar image xxmariofer · Apr 08, 2019 at 10:39 AM 1
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i am having issues to understand your explanationm, you dont have an array of collisions you have an array of colliders, what do you mean by collision information?

avatar image Lumme89 xxmariofer · Apr 09, 2019 at 08:50 AM 0
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thanks for answer me i have fixed with:

 private void OnTriggerEnter2D(Collider2D collision)
      {
          if (collision.tag=="giocatore")
          {
 40.                  Bersagli[i] = new Bersaglio();
             Bersagli[i].name= collision.GetComponent<Transform>().name;
             Bersagli[i].position = collision.GetComponent<Transform>().position;
  ``  i++;
 
 
 
 
 

my answer was why if i do :

 Bersagli[i] = collision.GetComponent(); 
 

after if i i do for example:

  Bersagli[i].name=null;

why if i change the name in my array i change the name of the real compenent? i did a copy of the component in my array...

avatar image xxmariofer Lumme89 · Apr 09, 2019 at 12:50 PM 0
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oh! no when you get componentes you get a reference to them not a copy, for example if you save the transform of the object in the array and changethe position/rotation of that transform in the array it would also change the position and rotation of the object, the same goes to most of the componentes (light, mesh, rigidbody...)

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