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Question by oliver-jones · Apr 14, 2013 at 11:10 PM · arraycubecreatewall

Cycle Through Array - Change Values

Hello,

I'm trying to get a wall of cubes to 'SetActive' either on or off.

Right now, I am able to use the 'CreatePrimitive' to build a column of cubes, I then have a while loop to either turn them off or on (random).

What I want to do, is to have an entire wall doing this too. I have a feeling I might need to mess around with 2d arrays?

 var cubeIndex : int =  0;
 var cubes_X : GameObject[];
 var cubes_Y : GameObject[];
 
 function Start () {
 
     
     for (var y = 0; y < 10; y++) {
 
         var cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
         cube.AddComponent(Rigidbody);
         cube.transform.position = Vector3 (0, y, 0);
         cube.transform.name = "0_Cube_" + y;
         cube.SetActive(false);
 
         cubes_Y[y] = cube;
     }
 
     
     //Either turns the lower cube off, or the upper cube on
     while(true){
 
         var AddOrTake = Random.Range(0, 2);
 
         if(AddOrTake == 0 && cubeIndex < cubes_Y.length - 1){
             cubes_Y[cubeIndex].SetActive(true);
             cubeIndex++;
         }
 
         else if(AddOrTake == 0 && cubeIndex == cubes_Y.length){
             cubeIndex--;
             cubes_Y[cubeIndex].SetActive(false);
         }
 
         else if(AddOrTake == 1 && cubeIndex > 0){
             cubeIndex--;
             cubes_Y[cubeIndex].SetActive(false);
         }
 
         else{
             cubes_Y[cubeIndex].SetActive(true);
             cubeIndex++;
         }
  
 
         yield WaitForSeconds(0.1);
     }
 }

So what it does, is starts from the ground up, and either turns on the cube, or turn off the lower cube every 0.1 seconds - so really, the column is either randomly growing, or shrinking.

Now what I want, is to have a wall (instead of just a column) to do the same.

Thanks

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