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Question by hzata · Nov 23, 2020 at 01:30 PM · c#gameobjectlists

How do I move a gameobject ONLY if it's currently selected in my list of gameobjects?

I'm new at using Unity with C# and help is really appreciated. I have two scripts. One that instantiates a gameobject prefab when I press spacebar key and adds it to a list. I can also cycle through the list with left/right arrow keys. (seems to work fine)

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class CubeSelector : MonoBehaviour
 {
     Vector2 CubeSpawnPosition;
     public GameObject CubeObject;
     public GameObject SelectedCubeObject;
     public int CurrentCubeInList;
 
     public List<GameObject> CubeList = new List<GameObject>();
 
     // Start is called before the first frame update
     void Start()
     {
         CubeSpawnPosition = new Vector2(5, 10);
 
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Input.GetKeyDown("right"))
         {
             CurrentCubeInList += 1;
         }
         if (Input.GetKeyDown("left"))
         {
             CurrentCubeInList -= 1;
         }
         if (CurrentCubeInList >= CubeList.Count)
         {
             CurrentCubeInList = 0;
         }
         if (CurrentCubeInList < 0)
         {
             CurrentCubeInList = CubeList.Count - 1;
         }
 
         SelectedCubeObject = CubeList[CurrentCubeInList];
 
         if (Input.GetKeyDown("space"))
         {
             Instantiate(CubeObject, CubeSpawnPosition, Quaternion.identity);
 
             foreach (GameObject thisCube in GameObject.FindGameObjectsWithTag("Cube"))
             {
                 CubeList.Add(thisCube);
             }
         }
     }
 }

and I have another script that controls the gameobjects movement which is attached as a component to the gameobject prefab and so also all clones of that prefab individually.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class CubeController : MonoBehaviour
 {
     private Vector3 CubeTarget;
     private float CubeSpeed = 3f;
     CubeSelector CubeSelectorScript;
 
 
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Input.GetMouseButtonDown(0))
         {
             if (gameObject == CubeSelectorScript.SelectedCubeObject)
             {
                 CubeTarget = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                 CubeTarget.z = transform.position.z;
                 CubeTarget.y = transform.position.y;
 
                 transform.position = Vector3.MoveTowards(transform.position, CubeTarget, CubeSpeed * Time.deltaTime);
 
                 Debug.Log("Cube at " + CubeSelectorScript.CurrentCubeInList + " Moved.");
             }
         }
     }
 }

What I'm trying to figure out is how to make it so that ONLY gameobjects that are currently selected in the other script's list (from cycling through the list) will do the movement. any help is appreciated :)

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Best Answer

Answer by Shameness · Nov 23, 2020 at 04:44 PM

Try

  if (Input.GetKeyDown("space"))
          {
              GameObject thisCube = Instantiate(CubeObject, CubeSpawnPosition, Quaternion.identity);
              CubeList.Add(thisCube);
          }

Also you never initialized CubeSelector CubeSelectorScript;, I assume you set it via editor panel. It should work for first cube, but latter requires initialization.

Next, Add this to CubeSelector Script. Then find the game object you attached this script, add tag "CubeSelector", without quotes, to that object.

  void Start()
     {
         CubeSelectorScript = GameObject.FindWithTag("CubeSelector").GetComponent<CubeSelector>();
     }

Also if you want to object move seamlessly, move moveTowards line to outside of if statements like below:

  void Update()
     {
         if (Input.GetMouseButtonDown(0))
         {
             if (gameObject == CubeSelectorScript.SelectedCubeObject)
             {
                 CubeTarget = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                 Debug.Log(Camera.main.ScreenToWorldPoint(Input.mousePosition));
                 CubeTarget.z = transform.position.z;
                 //CubeTarget.y = transform.position.y;
 
 
 
                 Debug.Log(CubeTarget+ " Cube at " + CubeSelectorScript.CurrentCubeInList + " Moved.");
             }
         }
         transform.position = Vector3.MoveTowards(transform.position, CubeTarget, CubeSpeed * Time.deltaTime); // Move outside of if statements
     }
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Answer by Happy-Zomby · Nov 23, 2020 at 03:09 PM

You need to cancel the CubeTarget of a previous/currently selected cube if you want that object to stop as soon as you select a new one - if not it will continue until it reaches it CubeTarget. If this is what you want, in your first script you can set the CubeTarget (will need to be public) to the transform position of the cube before selecting the new cube.

if(SelectedCubeObject != null) SelectedCubeObject.CubeTarget = SelectedCubeObject.transform.position; SelectedCubeObject = CubeList[CurrentCubeInList];

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