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Question by FreeReignPublishing · May 10, 2019 at 08:58 AM · c#gameobjectarraychild

Code will not compare a child gameobjects tag to another

In the code posted below I am trying to get tags from the 3 indexes in "tileSpawnPoints[]" and then compare them to each other to get the "debug.log("Win!");" but it won't work. It looks like its giving me the wrong object linked to the index for example "tileSpawnPoints[0] returns the third object in the array instead"

    if (tileSpawnPoints[0].GetComponent<TileTapped>().isTileTapped == true && tileSpawnPoints[1].GetComponent<TileTapped>().isTileTapped == true && tileSpawnPoints[2].GetComponent<TileTapped>().isTileTapped == true)
                 {
                     if (tileSpawnPoints[0].transform.GetChild(tile) != null && tileSpawnPoints[1].transform.GetChild(tile - 1) != null && tileSpawnPoints[2].transform.GetChild(tile - 1) != null && tileSpawnPoints[0].transform.GetChild(tile - 1).tag == tileSpawnPoints[1].transform.GetChild(tile - 1).tag && tileSpawnPoints[0].transform.GetChild(animal).tag == tileSpawnPoints[1].transform.GetChild(animal).tag)
                     {
                         if (tileSpawnPoints[1].transform.GetChild(tile) != null && tileSpawnPoints[2].transform.GetChild(tile - 1) != null && tileSpawnPoints[0].transform.GetChild(tile - 1) != null && tileSpawnPoints[1].transform.GetChild(tile - 1).tag == tileSpawnPoints[2].transform.GetChild(tile - 1).tag && tileSpawnPoints[1].transform.GetChild(animal).tag == tileSpawnPoints[2].transform.GetChild(animal).tag)
                         {
                             Debug.Log("Win!");
                         }
                     }
                 }

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avatar image Captain_Pineapple · May 10, 2019 at 09:06 AM 0
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For debugging purposes (and since i don't think anyone will try to uncluster those statements) please save all necessary variables, tags and states in temporary variables. Then rewrite the ifstatements.

Sidenote: the .tag style is horrible on performance. Try using CompareTag(string tag) ins$$anonymous$$d.

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Answer by akaBase · May 10, 2019 at 10:43 AM

I suggest splitting those checks up into there seperate parts and then running your checks like so..


 var animal;
 var tile;
 
 public void TileCheck()
 {
     if(TileIsTapped(tileSpawnPoints[0]) 
     && TileIsTapped(tileSpawnPoints[1]) 
     && TileIsTapped(tileSpawnPoints[2]))
     {
         if(ChildTileExists(tileSpawnPoints[0], 0) 
         && ChildTileExists(tileSpawnPoints[1], -1) 
         && ChildTileExists(tileSpawnPoints[2], -1) 
         && TileTagsMatch(tileSpawnPoints[0], -1, tileSpawnPoints[1], -1) 
         && AnimalTagsMatch(tileSpawnPoints[0], tileSpawnPoints[1])
         )
         {
             if(ChildTileExists(tileSpawnPoints[1], 0) 
             && ChildTileExists(tileSpawnPoints[2], -1) //Alrady checked in previous if statement
             &&  ChildTileExists(tileSpawnPoints[0], -1) 
             && TileTagsMatch(tileSpawnPoints[1], -1, tileSpawnPoints[2], -1) 
             && AnimalTagsMatch(tileSpawnPoints[1], tileSpawnPoints[2])
             )
             {
                 Debug.Log("Win!");
             }            
         }
     }
 }
 //Remove the offsets if they stay constant at - 1 and hard code it
 public bool TileTagsMatch(GameObject parent_1, int p1_offset, GameObject parent_2, int p2_offset)
 {
     if(parent_1.transform.GetChild(tile + p1_offset).tag == parent_2.transform.GetChild(tile + p2_offset).tag)
     {
         return true;
     }
     return false;
 }
 
 public bool AnimalTagsMatch(GameObject parent_1, GameObject parent_2)
 {
     if(tileSpawnPoints[0].transform.GetChild(animal).tag == tileSpawnPoints[1].transform.GetChild(animal).tag)
     {
         return true;
     }
     return false;
 }
 
 public bool ChildTileExists(GameObject parent, int offset)
 {
     if(parent.transform.GetChild(tile + offset) != null)
     {
         return true;
     }
     return false;
 }
 
 public bool TileIsTapped(GameObject tile){
 {
     if(tile.GetComponent().GetComponent<TileTapped>().isTileTapped)
     {
         return true;
     }
     return false;
 }


After rewriting your code to be an example, I can't help but think that what ever you are doing this is a bad way to do it.


I suggest thinking about what it is that you want to acheive and rethink how to do it.

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