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Question by eXtremeTY · Jan 23, 2013 at 09:34 PM · c#colliderloophittest

How to create a LIST of hit.colliders? C#

I want to keep my hit.colliders in one big List<>, and I tried doing following but won't work..

 public List<RaycastHit> selected = new List<RaycastHit>();

Also, I'd need to do some looping through, it, and again, following code wouldn't work:

 for (int i = 0; i < selected.Count; i++)
       selected[i].GetComponent<XXX>().xxxx = xxxx;

Thanks!

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avatar image eXtremeTY · Jan 23, 2013 at 09:44 PM 0
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To be even more clear, this is what I'm trying to accomplish with LIST..

selected.Add(hit.collider);

avatar image cdrandin · Jan 23, 2013 at 10:05 PM 1
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Check out http://forum.unity3d.com/threads/103849-Getting-all-applied-collisions-on-an-object. Also, you might want to look into Contact Point

avatar image eXtremeTY · Jan 23, 2013 at 10:32 PM 0
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Hey thanks, will give it a look :)

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Answer by iwaldrop · Jan 23, 2013 at 10:09 PM

You need a list of RaycastHit.

 List<RaycastHit> hits = new List<RaycastHit>();

Oh...ha...my bad. You need a list of Type Collider!

 List<Collider> colliders = new List<Collider>();

Wow...I can't read sometime.

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avatar image eXtremeTY · Jan 23, 2013 at 10:31 PM 0
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Hey, iwaldrop, thanks! Could you help me out even more? Like, how to translate this code from javaunity to C#, using the list you mentioned ins$$anonymous$$d of an array:

for (int i = 0; i < selected.Count; i++) selected[i].GetComponent().xxxx = xxxx;

avatar image iwaldrop · Jan 23, 2013 at 10:41 PM 1
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 foreach (Object o in objects)
 {
     // do something
 }
 
 or
 
 objects.ForEach(o => DoSomething(o))

Also, GetComponent works as such in c#:

 $$anonymous$$eshRenderer meshRenderer = GetComponent<$$anonymous$$eshRenderer>();
avatar image eXtremeTY · Jan 23, 2013 at 11:09 PM 0
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Got it, thank you! :D BTW, I had to use Collider ins$$anonymous$$d of Collision, but none-the-less! :)

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