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Question by hern · Apr 24, 2014 at 07:16 AM · touchdestroyrandom.rangeinsantiate

problem Insatiate and destroy auto

Hi I have problem for Insatiate and destroy auto.I'm tire this code

void Awake() {

     size = 1;

     size1 = 1;

     conDB.OpenConnect ();
 }
 void Start () {
     spawning ();
 }
 
 // Update is called once per frame
 void Update () {
 
     if (Input.touches.Length <= 0) {

             } else {
                     for (j = 0; j<Input.touchCount; j++){
                     if (Input.GetTouch(j).phase == TouchPhase.Began) {
                             RaycastHit hit;
                             Ray ray = Camera.main.ScreenPointToRay (Input.GetTouch(j).position);
                             if (Physics.Raycast (ray, out hit)) {
                                     if (hit.collider.tag == "Floor") {
                                             Debug.Log ("MISS");
                                             count++;
                                             insert ("Size Right :" + size, "MISS" + count, spawn_position + "", hit.point + "");
                                             insert ("Size Left :" + size1, "MISS" + count, spawn_position + "", hit.point + "");
                                             if (count == 5) {
                                             destroyer();
                                             count = 0;
                                             spawning (); 
                     

                                             }
                                     } else if (hit.collider.tag == "Item") {
                                             insert ("Size Right :" + size, "CORRECT", spawn_position + "", hit.point + "");
                                     destroyer();
                         
                                             
                                             

                                             
                                         
                                     } else if (hit.collider.tag == "Item1") {
                                             insert ("Size Left :" + size1, "CORRECT", spawn_position + "", hit.point + "");
                                     destroyer();
                                     }
                                     

                             }
                     }
             }
     }
     }

 void spawning(){
 
     rand = Random.Range (1, 4);
     if (CountA == 15) {
         A = false;
         rand = 2;
     }
     if (CountB == 15) {
                     rand = 1;
         B = false;
     } 
     if (A == false && B == false) {
         endgame();
     }

     if (rand == 1) {
         CountA++;
                     if (CountA <= 15) {
                     spawnPA ();
         }
     }
     if (rand == 2) {
         CountB++;            
                     if(CountB <=15){
                         spawnPB ();    
         }
     }
     if (rand == 3) {
         CountA++;
         CountB++;
                     if(CountA <=15 || CountB <=15){
                         spawnPC();
                         spawnPCC ();
                         
         }
     }


 
     

     
             
     
 }
 void spawnPA(){

     location = spawnA;
     temp_spawn = Instantiate(Button,location.position,location.rotation)as GameObject;
     if (usedNumbers.Count <15) {
         while (usedNumbers.Contains( size )) {
             size = Random.Range (1, 16);
         }
         
     }
     Debug.Log ("Number0 :"+size);
     usedNumbers.Add( size );
     resize = startsize - (size * 0.2f);
     temp_spawn.transform.localScale = new Vector3 (resize, resize, 0);
     temp_spawn.transform.tag = "Item";
 }


 void spawnPB(){
     location1 = spawnB;
     temp_spawn1 = Instantiate(Button1,location1.position,location1.rotation) as GameObject;
     if (usedNumbers1.Count <15) {
         while (usedNumbers1.Contains( size1 )) {
             size1 = Random.Range (1, 16);
         }

     }
     Debug.Log ("Number1 :"+size1);
     usedNumbers1.Add (size1);
     resize1 = startsize1 - (size1 * 0.2f);
     temp_spawn1.transform.localScale = new Vector3 (resize1, resize1, 0);
     temp_spawn1.transform.tag = "Item1";
 
 }


 void spawnPC(){
     location = spawnA;
     temp_spawn = Instantiate(Button,location.position,location.rotation)as GameObject;
     if (usedNumbers.Count < 15) {
                     while (usedNumbers.Contains( size2 )) {
                             size2 = Random.Range (1, 16);
                     }
             }
 
     Debug.Log ("Number0 :"+size2);
     usedNumbers.Add( size2 );
     resize = startsize - (size2 * 0.2f);
     temp_spawn.transform.localScale = new Vector3 (resize, resize, 0);
     temp_spawn.transform.tag = "Item";
     }
 void spawnPCC(){
     location1 = spawnB;
     temp_spawn1 = Instantiate(Button1,location1.position,location1.rotation) as GameObject;
     if (usedNumbers1.Count <15) {
         while (usedNumbers1.Contains( size3 )) {
             size3 = Random.Range (1, 16);
         }
         
     }
     Debug.Log ("Number1 :"+size3);
     usedNumbers1.Add (size3);
     resize1 = startsize1 - (size3 * 0.2f);
     temp_spawn1.transform.localScale = new Vector3 (resize1, resize1, 0);
     temp_spawn1.transform.tag = "Item1";
 }


 void destroyer(){

     Destroy(temp_spawn);
     Destroy (temp_spawn1);
     spawning ();
     }

I don't know when my rand == 3 it go to spawnPC();and spawnPCC(); sometime when I touch it create object and then it destroy auto help me pls my Englisg is bad so sorry hope you understand.

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avatar image darthtelle · Apr 24, 2014 at 10:52 AM 0
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That's an awful lot of code. Is there any way you can narrow it down to just the relevant sections?

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