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Question by MarkusKer · Aug 03, 2020 at 05:01 PM · c#arrayarraysarraylist

Add to Array

Hello,

i would like to add the distance value of each object in (foreach) to an array. For example i would like to fill slot one first and if i add an object filling in the requirements i would like to add its distance in slot 2.

Any Ideas?

using UnityEngine; using BehaviorDesigner.Runtime; using System.Linq; using System.Collections; using System.Collections.Generic;

public class SwarmLeader : MonoBehaviour {

 public float[] distance;
 public GameObject[] Swarm;
 public GameObject Player;
 public float closest;
 public int swarmlength;
 




 void Awake()
 {
     
 }


 public void Update()
 {
     Swarm = GameObject.FindGameObjectsWithTag("Enemy");

     distance = new float[Swarm.Length + 2];
     swarmlength = Swarm.Length - 1;

     foreach (GameObject Climbing in Swarm)
     {


  
         if (Climbing.name == ("swarm"))
         {
             
             float dist = Vector3.Distance(Climbing.transform.position, Player.transform.position);
             
             distance[0] = dist;
             if (dist <= Mathf.Min(distance))
             {
                 Debug.Log("ImLeader " + Climbing.name);
             }
                            
         }
     }
     
     
     
 }

}

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Answer by CodesCove · Aug 03, 2020 at 06:31 PM

I'm not sure I understood you need and usage of the distance values correctly but here's one way: Change the foreach-loop to for-loop and use indexing to to go trough the gameobjects and to store the distances like this (pseudo code)

 for(int i = 0; i < Swarm.Length; i++) 
 {
    distance[i] = Vector3.Distance(Swarm[i].transform.position, ....
    ....
 }

that way you get the distance array with matching gameobject array. The Vector3.Distance always returns positive value so you can set set the distance[i] to negative value if the distance value does not meet the requirements of you game. That way you can later quickly check the validity of those distances.. (valid = real distance value, not valid = negative).

Hope this helps..

PS. I need to add also that the finding gameobjects in the scene in the Update() is very taxing.. I suggest you make the enemy gameobject array so that it is updated only when necessary (if enemy is created or destroyed).

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