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Question by JoshMBeyer · Mar 24, 2014 at 02:58 PM · arrayworldtoscreenpointthroughcycletargets

How to cycle through targets?

I am trying to make it to where when TAB is pressed, target is equal to targets[0], then targets[1], targets[2] (However long the array is) then repeat back from 0.

And also having trouble showing a texture icon to show which one is targeted currently. It shows up but farrrrr from the actual target.

here is what i have so far.

 using UnityEngine;
 using System.Collections;
 
 public class T1_TargetSystem : MonoBehaviour
 {
     public GameObject[] targets;
    
     private int currentTarget;
     private int totalTargets;
 
     public Transform target;
     public Texture2D image;
 
     Vector3 point;
     void Start()
     {
         
     }
 
     void Update()
     {
         target = targets[currentTarget];
         if (currentTarget == targets.Length)
         {
             currentTarget = 0;
         }
         targets = GameObject.FindGameObjectsWithTag("Enemy");
         if (currentTarget == totalTargets)
         {
             return;
         }
         else
         {
             // Find screen position for target
             point = Camera.main.WorldToScreenPoint(target.position);
             if (Input.GetKeyDown(KeyCode.Tab))
             {
                 currentTarget++;
             }
         }
     }
 
     void OnGUI()
     {
         Rect rect = new Rect(point.x, point.y, 20, 20);
     }
 }
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avatar image vexe · Mar 24, 2014 at 03:08 PM 0
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For cycling:

 if (Input.Get$$anonymous$$eyDown($$anonymous$$eyCode.Tab))
 {
     currentTarget = (currentTarget + 1) % targets.Length;
 }
avatar image JoshMBeyer · Mar 24, 2014 at 06:15 PM 0
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I am having an error with targets[](GameObject) to target(Transform)

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Answer by SirCrazyNugget · Mar 24, 2014 at 03:12 PM

 //only create the array once (or when new targets are added)
 void Start(){
    targets = GameObject.FindGameObjectsWithTag("Enemy");
 }
 
 void Update(){
    if(Input.GetKeyDown(KeyCode.Tab)){
       currentTarget = currentTarget + 1 % targets.Length;
       target = targets[currentTarget];
    }
 }

Why not just place an object in the 3D space above the intended target rather than trying to convert world space to screen space?

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avatar image JoshMBeyer · Mar 24, 2014 at 06:14 PM 0
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I was wanting some sort of visual icon over the targets. So if they are behind a wall or hill I can still see their target icon such as a red triangle image around them if they are targeted

avatar image JoshMBeyer · Mar 24, 2014 at 06:16 PM 0
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cannot complicity convert unityengine.gameobject to unityengine.transform

avatar image FinKone · Mar 24, 2014 at 06:18 PM 0
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Yea hes saying you could attach whatever target icon to the actual object and enanle/disable and even rotate them towards the players if needed rather then figuring out a world space thing.

avatar image JoshMBeyer · Mar 24, 2014 at 06:33 PM 0
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oh okay alot better idea. But still having issues getting the cycle through targets to work

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Answer by JoshMBeyer · Mar 24, 2014 at 06:28 PM

I got it to get rid of errors buy adding this but its not doing anything at all. no throws to console or anything

 if (Input.GetKeyDown(KeyCode.Tab))
             {
                 currentTarget = currentTarget + 1 % targets.Length;
                 target = targets[currentTarget].transform;
             }
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avatar image JoshMBeyer · Mar 24, 2014 at 06:29 PM 0
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saying t1_targetsystem.totaltargets is never assigned to and will always have value of 0??

avatar image JoshMBeyer · Mar 24, 2014 at 06:31 PM 0
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Added this but same results, no errors but still doesn't do anything.

 void Start()
     {
         totalTargets = targets.Length;
     }
avatar image Destran · Mar 24, 2014 at 06:38 PM 1
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http://www.youtube.com/watch?v=zNuCvWnGdXA

Telling you bro, this is almost exactly what you want targeting wise $$anonymous$$us the texture icon.

avatar image JoshMBeyer · Mar 24, 2014 at 06:49 PM 0
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thanks man. that worked perfectly

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