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Question by m0nkeybl1tz · Apr 09, 2014 at 04:52 AM · gameobjectlistcoroutinedragremove

In a tile-based game, best way to select multiple tiles via dragging?

So I'm making a game with a grid of tiles that represent trees, and I'm trying to write a function where you drag the mouse over the trees you want to chop down, and one by one they're destroyed.

The way I have it right now is the mouse is constantly shooting out Raycasts to the board while the mouse is held down, then the tiles that are hit get added to a list of tiles to be destroyed. It works for the most part, except:

1) The same trees can be added multiple times. I've gotten around this by using RemoveAll for each tree that's destroyed, but I'm worried that this is adding to my second problem, which is:

2) Once the first tree is removed, I get NullReferenceException error about the tree not existing. What's weird is that sometimes it will work for the first two trees, but never more than that. If someone could take a look at my code and tell me what's wrong, I'd greatly appreciate it.

     IEnumerator Axe(){
         while (Input.GetMouseButton(0)){
             Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
             RaycastHit hit;
             if (Physics.Raycast (ray, out hit, 1000)) 
             {
                         
                 splashZone = Physics.SphereCastAll(transform.position, splashWidth, ray.direction, 200);
                 for(int i = 0; i<splashZone.Length; i++)
                 {
                     if(splashZone[i].collider.gameObject.name == "Fire Tree(Clone)"){ 
                         chopList.Add(splashZone[i]);
                         splashZone[i].transform.renderer.material.color = new Color(.8f,.2f,0f);
                     }
                 }
             }
 
                 yield return null;
         }
 
         if (chopList.Count>0)
             StartCoroutine(Chop(chopList));
     }
 
     IEnumerator Chop(List<RaycastHit> todoList) {
         for(int i = 0; i<todoList.Count; i++)
             
         {
             yield return new WaitForSeconds(axeDelay);
             Destroy(todoList[i].transform.gameObject);
             todoList.RemoveAll(chopped => chopped.transform.position == todoList[i].transform.position);
 
 
         }
 
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avatar image m0nkeybl1tz · Apr 09, 2014 at 05:35 AM 0
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So I've been doing a little more testing, and it seems that the problem is that when I do the RemoveAll, the first instance of todoList[i] gets removed, but then for some reason, the second thing to be deleted is todoList[i+1]. Anyone know why that would be?

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Answer by m0nkeybl1tz · Apr 14, 2014 at 06:39 AM

So turns out there were a couple problems. First, I didn't include System.Linq. Second, by basing my for loop on todoList.Count, I could only get halfway through the list. That is, for a 4 item list, after getting rid of the first one, todoList.Count would equal 3. Then, after getting rid of the second one, todoList.Count would equal 2, and the loop would end. I replaced it with while(todoList.Count>0) and it worked like a charm.

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