SpriteRender not loading sprites?,SpriteRender isn't changing the sprite
Bit of a noob when it comes to code, but the sprite will only ever change when count is 4, I played with it to make sure it wasn't the image sprites please help. using System.Collections; using System.Collections.Generic; using UnityEngine;
public class TriggerControler : MonoBehaviour
{
public Sprite sprite1;
public Sprite sprite2;
public Sprite sprite3;
public Sprite sprite4;
private int count =0;
private SpriteRenderer spriteRenderer;
private void Start()
{
spriteRenderer = GetComponent<SpriteRenderer>();
}
void Update()
{
Debug.Log(count);
ChangeTheDamnSprite(count);
if (Input.GetKeyDown(KeyCode.Space))
{
count++;
ChangeTheDamnSprite(count);
}
if (count > 4)
{
count = 0;
}
}
void ChangeTheDamnSprite(int a)
{
if (a == 2)
{
spriteRenderer.sprite = sprite2;
}
if (a == 3)
{
spriteRenderer.sprite = sprite3;
}
if (a == 4)
{
spriteRenderer.sprite = sprite4;
}
else
{
spriteRenderer.sprite = sprite1;
}
}
}
,I'm newer to coding so it might not be the most effective way, but the sprite won't change unless count is on 4, I played with it and found out the problem is with the code please help. using System.Collections; using System.Collections.Generic; using UnityEngine; public class TriggerControler : MonoBehaviour { public Sprite sprite1; public Sprite sprite2; public Sprite sprite3; public Sprite sprite4; private int count =0; private SpriteRenderer spriteRenderer; private void Start() { spriteRenderer = GetComponent<SpriteRenderer>(); } void Update() { Debug.Log(count); ChangeTheDamnSprite(count); if (Input.GetKeyDown(KeyCode.Space)) { count++; ChangeTheDamnSprite(count); } if (count > 4) { count = 0; } } void ChangeTheDamnSprite(int a) { if (a == 2) { spriteRenderer.sprite = sprite2; } if (a == 3) { spriteRenderer.sprite = sprite3; } if (a == 4) { spriteRenderer.sprite = sprite4; } else { spriteRenderer.sprite = sprite1; } } }