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Question by Jowell · Apr 02, 2015 at 06:07 PM · arraysgridloopsnot responding

Problem with arrays and while loops

I've set up a grid of cubes with all random colors and am trying to check through them to ensure there are no cubes next to each other and then runs a function to go through and change them if there are more 3 cubes in a row but for some reason Unity stops responding when it tries to enforce 3 or less cubes.

 void Start () {
 ...
     bool checkColors = CheckColors ();
     while (checkColors == true) {
         RearrangeColors ();
     }
 }
 bool CheckColors (){
     Color colorColumnCheck = Color.red;
     Color colorRowCheck = Color.red;
     int colorColumnCount = 0;
     int colorRowCount = 0;
     bool matchingCubes = false;
     for (int x = 0; x<gridWidth; x++) {
         for (int y=0; y<gridHeight; y ++) {
             if (colorColumnCheck ==  allCubes[x,y].GetComponent<Renderer> ().material.color){
                 colorColumnCount++;
             }else{
                 colorColumnCount = 0;
             }
             if (colorColumnCount >= 2){
                 Debug.Log ("Found matching Vertically");
                 matchingCubes = true;
             }
             if (y == gridHeight - 1){
                 colorColumnCount = 0;
             }
             colorColumnCheck = allCubes[x,y].GetComponent<Renderer> ().material.color;
             if (matchingCubes == true) {
                 return matchingCubes;
             }

         }
     }
     for (int y = 0; y<gridHeight; y++) {
         for (int x = 0; x <gridWidth; x++) {
             
             if (colorRowCheck == allCubes [x, y].GetComponent<Renderer> ().material.color) {
                 colorRowCount++;
             }else{
                 colorRowCount = 0;
             }
             Debug.Log ("Found matching Horizontally");
             if (colorRowCount >= 32) {
                 matchingCubes = true;
             }
             if (x == gridWidth - 1){
                 colorRowCount = 0;
             }
             colorRowCheck = allCubes [x, y].GetComponent<Renderer> ().material.color;
             if (matchingCubes == true) {
                 return matchingCubes;
             }
         }
     }
     return matchingCubes;
 }

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avatar image Jowell · Apr 02, 2015 at 07:39 PM 0
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So it seems to me, that Unity or C# in general doesn't reevaluate the variable using the function it was set to. so if it was true once it was always true. adding checkColors = CheckColors(); fixes it. so many lost hours for this. >_<

avatar image Graham-Dunnett ♦♦ · Apr 02, 2015 at 07:42 PM 0
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You're going to need to do some c# homework. A function is only called once. So checkcolors will stay at whatever value it is given when you call it inside the Start() function. If at breakfast I give you a banana, you don't get a banana as many times during the day as you want. Ins$$anonymous$$d you need to ask me to give you a banana whenever you want one. So just assume I am a function called banana().

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