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Question by AUsername64 · Sep 30, 2021 at 09:59 AM · c#instantiatedestroyc# tutorialchunks

What's a better way to code in chunks

I've spent about 2 weeks trying to fix this one block of code to no avail. I've been trying to take small steps but I've barely made any progress and my code has turned into spaghetti, please help before I ruin my code any further.

The purpose of this section is to spawn in menu items that I'll need to see and despawn them when they get out of range. It sound so simple in words but I can't for the life of me actually do it.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using System;
 using UnityEngine.UI;
 
 public class ChunkInstantiate : MonoBehaviour
 {
     //Default image in case none is cast.
     public Sprite newImage;
 
     //Used to determine number of instantiated objects
     public int objectNumber;
 
     //Used to hold object prefab
     public GameObject myPrefab;
 
     //Used to parent prefab to canvas
     private GameObject myObject;
     public Transform myCanvas;
 
     //Used to control chunks
     public int iconNumber;
     public int currentNumber;
     public int positionNumber;
     public int setUp = 0;
     public int prevSpace;
     public int maxNumber;
 
     // Start is called before the first frame update
     void Start()
     {
         //Typecast path into displayable image
         Texture2D tex = Resources.Load("DisplayImages/sunset") as Texture2D;
         Sprite newImage = Sprite.Create(tex, new Rect(0.0f, 0.0f, tex.width, tex.height), new Vector2(0.5f, 0.5f));
 
         //Instantiates initial chunk of prefabs
         for (int i = 0; i < objectNumber; i++)
         {
             //Parents prefab to canvas so it appears visible
             myObject = Instantiate(myPrefab);
             myObject.transform.SetParent(myCanvas);
             myObject.transform.localScale = new Vector3(1, 1, 1);
             myObject.transform.name = Convert.ToString(i);
             myObject.GetComponentInChildren<Text>().text = Convert.ToString(i);
             myObject.GetComponent<Image>().sprite = newImage;
         }
 
         //SetUp For Chunks
         currentNumber = (objectNumber * positionNumber);
     }
 
     //Instantiates prefabs as chunks
     void OnTriggerEnter2D(Collider2D icon)
     {
         iconNumber = Convert.ToInt32(icon.transform.name);
 
         //Instantiates prefab chunks
         if ((iconNumber + 1) % objectNumber == 0 && setUp == 1)
         {
             //Test
             Debug.Log(iconNumber);
 
             //Set Current Number
             currentNumber = (objectNumber * positionNumber);
 
             //Typecast path into displayable image
             Texture2D tex = Resources.Load("DisplayImages/sunset") as Texture2D;
             Sprite newImage = Sprite.Create(tex, new Rect(0.0f, 0.0f, tex.width, tex.height), new Vector2(0.5f, 0.5f));
 
             for (int i = currentNumber; i < (currentNumber + objectNumber); i++)
             {
                 //Parents prefab to canvas so it appears visible
                 myObject = Instantiate(myPrefab);
                 myObject.transform.SetParent(myCanvas);
                 myObject.transform.localScale = new Vector3(1, 1, 1);
                 myObject.transform.name = Convert.ToString(i);
                 myObject.transform.SetSiblingIndex(currentNumber - (objectNumber + i));
                 myObject.GetComponentInChildren<Text>().text = Convert.ToString(i);
                 myObject.GetComponent<Image>().sprite = newImage;
             }
 
             if (iconNumber > prevSpace)
             {
                 positionNumber++;
 
                 prevSpace = iconNumber;
             }
             if (iconNumber < prevSpace)
             {
                 positionNumber--;
 
                 prevSpace = iconNumber;
             }
         }
 
         //Wait
         if (iconNumber == 35)
         {
             setUp = 1;
         }
     }
 
     //Destroys previous prefabs
     void OnTriggerExit2D(Collider2D iconic)
     {
         iconNumber = Convert.ToInt32(iconic.transform.name);
 
         if (currentNumber > objectNumber)
         {
             if ((iconNumber + 1) % objectNumber == 0)
             {
                 for (int i = 0; i < objectNumber; i++)
                 {
                     Debug.Log("Damn");
                 }
             }
         }
     }

I'm not realistically expecting anyone to help, but I figure I may as well scream into the uncaring void.

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Answer by Llama_w_2Ls · Sep 30, 2021 at 10:28 AM

Define a chunk class below your class like so:

 public class Chunk
 {
      public List<GameObject> menuItems;
      public Vector2 Bounds;
 }

The bounds property defines what area your menu items are in. You can predefine this or calculate it like so:

For example: If a menu item takes up 2x2 space, a 5x3 chunk would have bounds of new Vector2(10, 6);.


Next, initialize your chunk when creating objects, so for example:

 var chunk = new Chunk();
 chunk.Bounds = new Vector2(menuItems.x, menuItems.y);
 
 for (int x = 0; x < menuItemsX; x++)
      for (int y = 0; y < menuItemsY; y++)
      {
           var obj = Instantiate(?, new Vector2(x, y), Quaternion.identity);
           chunk.Items.Add(chunk);
      }



This is for one chunk. Keep doing this for all your items, using offsets for each chunk. Also store the position and chunk in a dictionary.


Last, foreach chunk in the dictionary, if the distance between your object and the chunk is out of view, deactivate all items in the chunk. Else, activate them.


I hope that helps. I dont honestly know what youre asking for exactly. Could you show some images or an example of what result you want?. My code is for chunking objects like in minecraft..

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