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Question by wodawick · Jan 06, 2015 at 12:39 PM · if-statementstilematching

Checking Tiles For Match Problem Using If Statements

Howdy all. Got a quick one as i am stuck. I have this code for a tile match game. Now the code works for the following matches only. The Numbers Signify the tile in Squence

  • 1,2,3,4,5

  • 2,3,4,5

  • 3,4,5

it does not work for the following matches

  • 1,2,3,4

  • 1,2,3

  • 2,3,4

here is the code. Any help would be appreciated.

 void CheckForTileMatch () {
 
         if (OneOne.renderer.material.name == OneTwo.renderer.material.name) {
             if (OneTwo.renderer.material.name == OneThree.renderer.material.name) {
                 if (OneThree.renderer.material.name == OneFour.renderer.material.name) {
                     if (OneFour.renderer.material.name == OneFive.renderer.material.name) {
                         Debug.Log ("You have a 5 x Match!!!");
                     }
                 }
             }        
         } else if (OneOne.renderer.material.name == OneTwo.renderer.material.name) {
             if(OneTwo.renderer.material.name == OneThree.renderer.material.name) {
                 if (OneThree.renderer.material.name == OneFour.renderer.material.name){
                     Debug.Log ("You have a 4 x Match!!!");
                 }
             }        
         } else if (OneTwo.renderer.material.name == OneThree.renderer.material.name) {
             if(OneThree.renderer.material.name == OneFour.renderer.material.name) {
                 if(OneFour.renderer.material.name == OneFive.renderer.material.name) {
                     Debug.Log ("You have a 4 x Match!!!");
                 }
             }
         } else if (OneOne.renderer.material.name == OneTwo.renderer.material.name) {
             if(OneTwo.renderer.material.name == OneThree.renderer.material.name) {
                 Debug.Log ("You have a 3 x Match!!!");
             }
         } else if (OneTwo.renderer.material.name == OneThree.renderer.material.name) {
             if(OneThree.renderer.material.name == OneFour.renderer.material.name) {
                 Debug.Log ("You have a 3 x Match!!!");
             }
         } else if (OneThree.renderer.material.name == OneFour.renderer.material.name) {
             if(OneFour.renderer.material.name == OneFive.renderer.material.name) {
                 Debug.Log ("You have a 3 x Match!!!");
             }
         }
     }

also if anyone can suggest a more efficient way of doing this i am all for it :).

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Answer by HarshadK · Jan 06, 2015 at 01:06 PM

Are you looking for this?

 void CheckForTileMatch () {

 int matches = 1; 

 if (OneOne.renderer.material.name == OneTwo.renderer.material.name) {
     matches++; 
 }     
 if (OneTwo.renderer.material.name == OneThree.renderer.material.name) {
     matches++; 
 }
 if (OneThree.renderer.material.name == OneFour.renderer.material.name) {
     matches++; 
 }
 if (OneFour.renderer.material.name == OneFive.renderer.material.name) {
     matches++; 
 }    
 
 Debug.Log("You have a "+matches+" x Match!!!");
 }
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avatar image wodawick · Jan 07, 2015 at 12:02 AM 0
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Close but no exactly what i was looking for. I need to know exactly what gameObjects were matched so i can destroy and instantiate new ones. kinda like so.

         if (OneOne.renderer.material.name == OneTwo.renderer.material.name) {
             if (OneTwo.renderer.material.name == OneThree.renderer.material.name) {
                 if (OneThree.renderer.material.name == OneFour.renderer.material.name) {
                     if (OneFour.renderer.material.name == OneFive.renderer.material.name) {
                         Debug.Log ("You have a 5 x $$anonymous$$atch!!!");
                         DestroyObject (OneOne);
                         DestroyObject (OneTwo);
                         DestroyObject (OneThree);
                         DestroyObject (OneFour);
                         DestroyObject (OneFive);
                         Playerscore =+ 1000;
                         //Instantiate new objects...    
                     }
                 }
             }        
         } 



avatar image HarshadK · Jan 07, 2015 at 07:47 AM 0
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Something like this:

 void CheckForTile$$anonymous$$atch () {
 
  bool oneOne$$anonymous$$atch = false;
  bool oneTwo$$anonymous$$atch = false;
  bool oneThree$$anonymous$$atch = false;
  bool oneFour$$anonymous$$atch = false;
  
  int matches = 1; 
  
  if (OneOne.renderer.material.name == OneTwo.renderer.material.name) {
      matches++; 
     oneOne$$anonymous$$atch = true;
  }     
  if (OneTwo.renderer.material.name == OneThree.renderer.material.name) {
      matches++; 
      oneTwo$$anonymous$$atch = true;
  }
  if (OneThree.renderer.material.name == OneFour.renderer.material.name) {
      matches++; 
      oneThree$$anonymous$$atch = true;
  }
  if (OneFour.renderer.material.name == OneFive.renderer.material.name) {
      matches++; 
      oneFour$$anonymous$$atch = true;
  }    
  
  Debug.Log("You have a "+matches+" x $$anonymous$$atch!!!");
 
 if(oneOne$$anonymous$$atch) {
     DestroyObject (OneOne);
     DestroyObject (OneTwo);
 }  
 if(oneTwo$$anonymous$$atch)
     { DestroyObject (OneThree); }
 if(oneThree$$anonymous$$atch)
     { DestroyObject (OneFour); }
 if(oneFour$$anonymous$$atch)
     { DestroyObject (OneFive); }
 
 
  }

avatar image wodawick · Jan 08, 2015 at 01:31 AM 0
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Thats the one. :) Genius. Thank you.

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