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Question by Hathakas · Sep 09, 2015 at 01:13 AM · spritespriterendererrandom.range

How can I get info about what is my current sprite

Hey all,

I have a script where my sprite (Random Sprite) changes as I grow, I'm using enums/switch to change my sprites. I am wondering if it's possible to be able to find which sprite got picked, since it is random.

I want to be able to do use an if statement kinda of thing. Like, if (sprite_001 got picked) do this.

I know I can probably get the name of the sprite but is that the way to do it?

Here's my current script for randomly choosing a sprite.

 switch ( nanoStage1States )
         {    
         case NanoStage1States.Level0:
             //NanoLevel1BoardSpriteRenderer.sprite = null;
             //NanoLevel2BoardSpriteRenderer.sprite = null;
             break;
         case NanoStage1States.Level1:
 
             if(!isCreatedlevel1){
                 NanoLevel1BoardSpriteRenderer.sprite = Resources.Load<Sprite>("Nano_S1_Level1_Board/Level1_Board" + Random.Range(0,9));
                 //Copper -= 2;
                 Aluminiam -= 4;
                 Silicone -= 1;
 
                 maximumTargetRange = 8;
 
 
 
                 mySphereCollider.radius += 0.18f;
             
                 isCreatedlevel1 = true;
             }
         
 
     
 
             break;
         case NanoStage1States.Level2:
 
             if(!isCreatedlevel2){
                 NanoLevel2BoardSpriteRenderer.sprite = Resources.Load<Sprite>("Nano_S1_Level2_Board/Level2_Board" + Random.Range(0,9));
                 //Copper -= 5;
 
                 maximumTargetRange = 12;
                 mySphereCollider.radius += 0.18f;
                 isCreatedlevel2 = true;
             }
             
             break;
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Answer by Hathakas · Sep 09, 2015 at 01:30 AM

 if (NanoLevel1BoardSpriteRenderer.sprite != null)
 {
 
             if (NanoLevel1BoardSpriteRenderer.sprite.name == "Level1_Board8")
         {
             Debug.LogError("WOOOOOOOOOOHOOOOOOOOOOOOOOOOOOOOOOOOOOOOO");
         }
 }

So this totally worked.....lol

I'm sure it's far from being the best way though.

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