Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by StefanF · Oct 22, 2015 at 12:03 PM · c#listscriptingbasics

Overwrite the value in my List but why?

Hi, I create a field of tiles. Every tile is store in a class who also have a list for all neighbours and every neighbour have a float for movement cost. The cost should be different but it looks like the class overwrite the values from the tile befor. I try to make a seperate list for every single node but looks like the value of movement cost is always overwrite but I can't figure out why.

Here the class for the node:

 public class Node {
     
         public Transform tileTrans;
         public List<Node> neighbours;
         public float movementCost;
         public Renderer ren;
     
     //    public Node()
     //    {
     //        neighbours = new List<Node> ();
     //    }
     }

And here the class who seek the neigbours and store it in the list: This class look for every tile and find via raycast the tiles next to it. If the neighbor tile diagonal to it, the neighbor get a movementCost of 1.4f. But when I test the code all neighbors have a value of 1.4f.

 using UnityEngine;
 using System.Collections.Generic;
 
 public class MapManager : MonoBehaviour {
 
     //variables
     List<Node> graph;
     LayerMask mask = 14;
     
 
     void Awake() 
     {
         graph = new List<Node> ();
         GetAllNodesInGraph ();
         GetNeighbours ();
     }
 
     void GetAllNodesInGraph()
     {
         GameObject[] tiles = GameObject.FindGameObjectsWithTag ("Tile");
 
         foreach (GameObject go in tiles) 
         {
             Node n = new Node();
             n.tileTrans = go.transform;
             n.ren = go.GetComponent<Renderer>();
             graph.Add (n);
         }
     }
 
     void GetNeighbours ()
     {
         foreach (Node n in graph) 
         {
             List<Node> neighbours = new List<Node>();
 
             Vector3 originPos = new Vector3(n.tileTrans.position.x, n.tileTrans.position.y + 0.5f, n.tileTrans.position.z);
             RaycastHit hitInfo;
 
             if(Physics.Raycast(originPos + new Vector3(1f, 0f, 0f), -Vector3.up, out hitInfo, mask.value ))
             {
                 foreach(Node hit in graph)
                 {
                     if(hit.tileTrans == hitInfo.transform)
                     {
                         neighbours.Add(hit);
                         hit.movementCost = 1f;
                     }
                 }
             }
 
             if(Physics.Raycast(originPos + new Vector3(-1f, 0f, 0f), -Vector3.up, out hitInfo, mask.value ))
             {
                 foreach(Node hit in graph)
                 {
                     if(hit.tileTrans == hitInfo.transform)
                     {
                         neighbours.Add(hit);
                         hit.movementCost = 1f;
                     }
                 }
             }
 
             if(Physics.Raycast(originPos + new Vector3(0f, 0f, 1f), -Vector3.up, out hitInfo, mask.value ))
             {
                 foreach(Node hit in graph)
                 {
                     if(hit.tileTrans == hitInfo.transform)
                     {
                         neighbours.Add(hit);
                         hit.movementCost = 1f;
                     }
                 }
             }
 
             if(Physics.Raycast(originPos + new Vector3(0f, 0f, -1f), -Vector3.up, out hitInfo, mask.value ))
             {
                 foreach(Node hit in graph)
                 {
                     if(hit.tileTrans == hitInfo.transform)
                     {
                         neighbours.Add(hit);
                         hit.movementCost = 1f;
                     }
                 }
             }
 
             if(Physics.Raycast(originPos + new Vector3(-1f, 0f, 1f), -Vector3.up, out hitInfo, mask.value ))
             {
                 foreach(Node hit in graph)
                 {
                     if(hit.tileTrans == hitInfo.transform)
                     {
                         neighbours.Add(hit);
                         hit.movementCost = 1.4f;
                     }
                 }
             }
 
             if(Physics.Raycast(originPos + new Vector3(1f, 0f, 1f), -Vector3.up, out hitInfo, mask.value ))
             {
                 foreach(Node hit in graph)
                 {
                     if(hit.tileTrans == hitInfo.transform)
                     {
                         neighbours.Add(hit);
                         hit.movementCost = 1.4f;
                     }
                 }
             }
 
             if(Physics.Raycast(originPos + new Vector3(-1f, 0f, -1f), -Vector3.up, out hitInfo, mask.value ))
             {
                 foreach(Node hit in graph)
                 {
                     if(hit.tileTrans == hitInfo.transform)
                     {
                         neighbours.Add(hit);
                         hit.movementCost = 1.4f;
                     }
                 }
             }
 
             if(Physics.Raycast(originPos + new Vector3(1f, 0f, -1f), -Vector3.up, out hitInfo, mask.value ))
             {
                 foreach(Node hit in graph)
                 {
                     if(hit.tileTrans == hitInfo.transform)
                     {
                         neighbours.Add(hit);
                         hit.movementCost = 1.4f;
                     }
                 }
             }
 
             n.neighbours = new List<Node> (neighbours);
         }
     }
 
     
 
     public List<Node> GetGraph()
     {
         return graph;
     }
 }

I guess I do not understand the behavior of List<> and make values store to a List<> seperate and not refer to a value.

Maybe you can help.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

How can I make a list of Classes or Scripts? 3 Answers

Multiple Cars not working 1 Answer

A node in a childnode? 1 Answer

Distribute terrain in zones 3 Answers

How to initialize lists with set number of null elements? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges