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Question by CobbledGames · Sep 30, 2019 at 12:15 PM · c#listontriggerentertriggersontriggerenter2d

How to remove items in a list based on if the player object is not in a collider object that has the same assigned number variable as the list item

I'm still having problems. I have a system in which there are triggers with an assigned height variable. When the player enters one of these triggers, it's value is added to a list, which is then sorted and the highest value is assigned to the player. However I need to ensure that when the player exits one of these triggers, the list item corresponding to the exited colliders number should be removed.


Here is the code for entry:

 void OnTriggerEnter2D (Collider2D ground)
     {
         GroundHeightComponent = ground.GetComponent<GroundLvlAssign>().SetGroundLvl;
         if (ground.gameObject.GetComponent<GroundLvlAssign>().SetGroundLvl != m_PlayerStatistics.m_PlayerGroundLvl)
         {            
             m_PlayerStatistics.m_PreviousPlayerGroundLvl = m_PlayerStatistics.m_PlayerGroundLvl;
             m_PlayerStatistics.m_PlayerGroundLvl = HighestGroundHeightComponent;
         }
 }

Staying:

 void OnTriggerStay2D (Collider2D ground)
     {    
         //If ground is not the same set Previous ground level to player ground level and then set current ground level to floor ground level
         if(GroundHeightComponent != null && !GroundCollidersInside.Contains(GroundHeightComponent))
         {
             GroundCollidersInside.Add(GroundHeightComponent);
             GroundCollidersInside.Sort();
             HighestGroundHeightComponent = GroundCollidersInside[GroundCollidersInside.Count - 1];
         }
 }

Exiting (Not working as intended):

     void OnTriggerExit2D(Collider2D ground)
     {
         //check through all of the numbers colliders inside list to check for if they matchthe collider you exited's number snd then remove them
         for (int i=0;i<GroundCollidersInside.Count;++i)
         {
             if(GroundCollidersInside[i] == ground.gameObject.GetComponent<GroundLvlAssign>().SetGroundLvl && GroundCollidersInside.Contains(i))
             {
                 GroundCollidersInside.Remove(i);
                 GroundCollidersInside.Sort();
                 HighestGroundHeightComponent = GroundCollidersInside[GroundCollidersInside.Count - 1];
             }
         }
         if (ground.gameObject.GetComponent<GroundLvlAssign>().SetGroundLvl != m_PlayerStatistics.m_PlayerGroundLvl)
         {            
             m_PlayerStatistics.m_PlayerGroundLvl = HighestGroundHeightComponent;
         }
     }

I have a good Idea why the exit code doesn't work as intended, but what I don't know is how to make sure that on exit of a trigger, that the list item that matches the exited trigger's height value is removed.

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avatar image tormentoarmagedoom · Sep 30, 2019 at 03:57 PM 0
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Try to simplify your problem so your question can be simple and clear please.

avatar image CobbledGames tormentoarmagedoom · Sep 30, 2019 at 06:05 PM 0
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Essentially the last code block is the problem I have. I want to know how to ensure that the list GroundCollidersInside removes an element if the player leaves a trigger with the corresponding SetGroundLvl i.e. a trigger with the same SetGroundLvl value as the GroundCollidersInside element being checked. I believe the problem lies in the if statement on line 6.

avatar image CobbledGames CobbledGames · Oct 02, 2019 at 11:19 AM 0
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I will say though. Please elaborate on what to simplify, so that people can start deliberating an answer.

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Answer by CobbledGames · Oct 04, 2019 at 11:51 AM

Nevermind I came up with a solution. It's definitely not perfect. Essentially In the ontriggerexit I cleared the list and then moved the ontriggerexit to before the ontriggerstay.


Like this:

     void OnTriggerExit2D(Collider2D ground)
     {
         //check through all of the numbers colliders inside list to check for if they matchthe collider you exited's number snd then remove them
         for (int i=0;i<GroundCollidersInside.Count;++i)
         {
             if(GroundCollidersInside[i] == ground.gameObject.GetComponent<GroundLvlAssign>().SetGroundLvl && GroundCollidersInside.Contains(i))
             {
                 GroundCollidersInside.Clear();
                 HighestGroundHeightComponent = 1;
             }
         }
     }
     
     void OnTriggerStay2D (Collider2D ground)
     {    
         //If ground is not the same set Previous ground level to player ground level and then set current ground level to floor ground level
         GroundHeightComponent = ground.GetComponent<GroundLvlAssign>().SetGroundLvl;
         if(GroundHeightComponent != null && !GroundCollidersInside.Contains(GroundHeightComponent))
         {
             GroundCollidersInside.Add(GroundHeightComponent);
             GroundCollidersInside.Sort();
             HighestGroundHeightComponent = GroundCollidersInside[GroundCollidersInside.Count - 1];
         }
     }

Though the flaw with this is this GroundHeightComponent = ground.GetComponent().SetGroundLvl; in ontriggerstay. That's horrible and inefficient.

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