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Question by DRRosen3 · Nov 04, 2014 at 09:48 PM · list

Checking a List

I have two scripts. One called "BaseMonster" and another called "MonstersMoves". Both are attached the to prefab for the monster. I'm trying to have "MonstersMoves" read "BaseMonster" and dig into a List inside the "BaseMonster" script. It needs to see if that List already contains a move and if it does NOT, and the "Level" variable that's also in "BaseMonster" is a certain level then add the move to the list. (The moves are scrips themselves. What I'm resulting in...is that it just keeps adding the move to the list non-stop. What am I doing wrong? The C# code below is from the "MonstersMoves" script.

     public List<BaseMove> moves;
 
     void Awake(){
         moves = gameObject.GetComponent<BaseMonster>().monstersMoves;
     }
 
     void Update(){
         SetupMoves(gameObject.GetComponent<BaseMonster>().Level);
     }
 
     private void SetupMoves(int level){
         if(level == 1 && !moves.Contains(new Scratch())){
             moves.Add(new Scratch());
         }
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Answer by DRRosen3 · Nov 04, 2014 at 10:36 PM

Solved it myself. The problem was that I was checking the List for a NEW instance Scratch each time. By adding an instance of Scratch at the beginning as a variable, I solved the problem.

 public List<BaseMove> moves;
 public int level;
 public Scratch scratch = new Scratch();
  
     void Awake(){
         moves = gameObject.GetComponent<BaseMonster>().monstersMoves;
         level = gameObject.GetComponent<BaseMonster>().Level;
     }
  
     void Update(){
         SetupMoves(level);
     }
  
     private void SetupMoves(int level){
         if(level >= 1 && !moves.Contains(scratch)){
             moves.Add(scratch);
         }
 }
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