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Question by TurboHermit · Aug 02, 2012 at 06:31 PM · arrayrandomrandom.rangerange

How to know what random number is chosen

I'm using Random.Range to pick a random card from an array, I'd like to delete it from the array afterward, but how do I know which index number he picked at random?

var CurCard = Instantiate(P1Deck[Random.Range(0, P1Deck.Length)], CardLocations[LocationNumber].transform.position, CardLocations[LocationNumber].transform.rotation);

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avatar image TurboHermit · Aug 02, 2012 at 06:50 PM 0
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Well I've deter$$anonymous$$ed what the random is by declaring a variable like this:

var RandomPick = Random.Range(0, P1Deck.Length);

var CurCard = Instantiate(P1Deck[RandomPick], CardLocations[LocationNumber].transform.position, CardLocations[LocationNumber].transform.rotation);

But now the question is how to remove it. I've tried RemoveAt,

like this: P1Deck.RemoveAt(RandomPick),

but I'm getting this error:

'RemoveAt' is not a member of 'UnityEngine.GameObject[]'.

avatar image Screenhog · Aug 02, 2012 at 07:10 PM 0
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GameObject[] is a built-in array. One of its properties is that you've assigned it a size, and throughout the lifetime of your game, its size won't change.

If you need to have an array that has a changing length, you'll need to use some other kind of array, like a List. However, I suppose you could also just make that element of the array null:

P1Deck[RandomPick] = null;

But this may cause other issues with your code (such as trying later to pick a card out of the deck that doesn't exist). You'll need to make sure that null cards in your code are ignored later. I'd probably lean to making a List.

avatar image TurboHermit · Aug 05, 2012 at 08:47 PM 0
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I can't really find anything about Lists though... How can I declare a list of gameobjects ins$$anonymous$$d of an array then?

avatar image Eric5h5 · Aug 05, 2012 at 09:10 PM 0
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See the $$anonymous$$SDN docs.

avatar image Eric5h5 · Aug 05, 2012 at 09:37 PM 1
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Yes it does. Although the syntax is slightly different...

 List.<int> //Unityscript

vs

 List<int> //C#

Almost everything in the $$anonymous$$SDN docs for .NET applies to Unityscript (and Boo for that matter).

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Answer by Eric5h5 · Aug 02, 2012 at 07:06 PM

You can't use RemoveAt with arrays. Use List instead.

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avatar image TurboHermit · Aug 05, 2012 at 10:11 PM 0
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Oh yes, I've got it working now.

If found this very helpful for those whom are interested. http://forum.unity3d.com/threads/79760-How-to-use-generics-in-unity-javascript

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Answer by Jerdak · Aug 02, 2012 at 07:10 PM

Question needs more code. At the very least include P1Deck's declaration.

But since you're getting a 'not a member of GameObject[]' error it sounds like maybe P1Deck was implemented like:

  var P1Deck: GameObject[] = new GameObject[1];

In which case you would need to modify it in to a Javascript array that does support RemoveAt.

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