Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 /
  • Help Room /
This question was closed Oct 06, 2021 at 11:39 PM by Gmr_Phorlyfe for the following reason:

The question is answered, right answer was accepted

avatar image
0
Question by Gmr_Phorlyfe · Jul 26, 2021 at 03:53 AM · instantiateinputarraymouse

Need Help instantiating GameObjects in an array using the middle mouse wheel. whew.

 public class WeaponSwitch : MonoBehaviour
 {
    
     public int currentWeapon = 3;
     public GameObject[] blockPrefabs;
     public GameObject current;
     // public GameObject[] blocks;
     
     // Start is called before the first frame update
     void Start()
     {
         blockPrefabs = new GameObject[currentWeapon];
     }
 
     // Update is called once per frame
     void Update()
     {
          // checks for equipment
 
         if (Input.GetAxis("Mouse ScrollWheel") > 0f) {
             SelectWeapon();
 
             Debug.Log("wheel works");
         }
 
          if (Input.GetAxis("Mouse ScrollWheel") < 0f) {
             SelectWeapon();
         }
 
     }
     public void SelectWeapon (){
 
          //makes sure they match length
         for (int i = 0; i < currentWeapon; i++)
         {
             Debug.Log(gameObject.name);
             GameObject go = Instantiate(blockPrefabs[i]) as GameObject;
             go.transform.localScale = Vector3.one;
             blockPrefabs[i] = go;
         }
         
     }
 }


basically, I want to have 3 prefabs that are weapons and be able to cycle through them using the middle mouse button.

hitting a wall on what I am doing wrong.

any help is appreciated.

thank you for your time.

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

1 Reply

  • Sort: 
avatar image
1
Best Answer

Answer by Hellium · Jul 26, 2021 at 09:02 AM

 public class WeaponSwitch : MonoBehaviour
 {   
     public GameObject[] weaponPrefabs; // Drag & drop the prefabs in the inspector
     private GameObject[] weapons;
     private int currentWeapon = 0;
 
     private void Start()
     {
         weapons = new GameObject[weaponPrefabs.Length];
         for (int i = 0; i < weaponPrefabs.Length; i++)
         {
             weapons[i] = Instantiate(weaponPrefabs[i]);
             weapons[i].SetActive(i == currentWeapon);
             weapons[i].transform.localScale = Vector3.one;
         }
     }
 
     private void Update()
     {
         float scroll = Input.GetAxis("Mouse ScrollWheel");
         if (scroll > Mathf.Epsilon) {
             SelectNextWeapon();
         }
         else if (scroll < -Mathf.Epsilon) {
             SelectPreviousWeapon();
         }
 
     }
     private void SelectNextWeapon ()
     {
         weapons[currentWeapon].SetActive(false);
         currentWeapon = (currentWeapon + 1) % weapons.Length;   
         weapons[currentWeapon].SetActive(true);        
     }
 
     private void SelectPreviousWeapon ()
     {
         weapons[currentWeapon].SetActive(false);
         currentWeapon = (currentWeapon + weapons.Length - 1) % weapons.Length;   
         weapons[currentWeapon].SetActive(true);  
     }
 }
Comment
Add comment · Show 1 · Share
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
avatar image Gmr_Phorlyfe · Jul 26, 2021 at 01:25 PM 0
Share

thank you so much!

Follow this Question

Answers Answers and Comments

236 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How do I use Input.GetButton, instead of OnMouse() 1 Answer

How to create an array of clones for a seperate Save/Load script 0 Answers

How to get mouse click world position in the scene view in editor script? 3 Answers

Mouse sometimes gets stuck in center of canvas menu screen with new Input System, 1 Answer

Invert UI scrolling 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