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Question How to change an array's active game object?

Discussion in 'Scripting' started by CofiMau, Jul 27, 2023.

  1. CofiMau

    CofiMau

    Joined:
    Oct 27, 2020
    Posts:
    2
    Hi! I'm still new to Unity and I'm trying to make a game where the player can change into 4 different shapes. Up until now I've made an array for the different game objects and it prints its current position, and once it reaches the last one then it restarts and goes back to the first shape.


    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class ChangeCharacter : MonoBehaviour
    6. {
    7.  
    8.     [SerializeField] GameObject[] Characters = new GameObject[4];
    9.     private int currentCharacter = 0;
    10.  
    11.     void Update()
    12.     {
    13.         if (Input.GetKeyDown(KeyCode.X))
    14.         {
    15.             currentCharacter++;
    16.             print(currentCharacter);
    17.  
    18.             if(currentCharacter >= Characters.Length)
    19.             {
    20.                 currentCharacter = 0;
    21.             }
    22.             CharacterChange();
    23.         }
    24.     }
    25.  
    26.     public void CharacterChange()
    27.     {
    28.         print("si");
    29.     }
    30. }
    31.  
    The problem is that I still don't know what to search to complete this, or even how to continue. I think that changing the set active value of the shape can help but I don't even know how to access to it. I'd like to know where to search or if there is another command aside from the set active that can help me in this situation.
     
  2. SeerSucker69

    SeerSucker69

    Joined:
    Mar 6, 2021
    Posts:
    65
    You could just use one game object, and change its sprite when you detect a key press

    So store a reference to the game object ( Your line 8 but just one, no need for an array)

    Store/find the reference to its SpriteRenderer (by drag and drop, or var myrend = MyGO.GetComponent<SpriteRenderer>();)

    Then change its sprite on a key press (your line 22) like this:
    myrend.sprite = Resources.Load<Sprite>("YourfilenameOfSpriteHere");
     
    CofiMau likes this.
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,561
    These things (inventory, shop systems, character customization, dialog tree systems, crafting, etc) are fairly tricky hairy beasts, definitely deep in advanced coding territory.

    Inventory and character selection / customization code never lives "all by itself."

    All Inventory and character selection / customization code is EXTREMELY tightly bound to prefabs and/or assets used to display and present and control the inventory.

    Problems and solutions must consider both code and assets as well as scene / prefab setup and connectivity.

    Inventories / shop systems / character selectors all contain elements of:

    - a database of items that you may possibly possess / equip
    - a database of the items that you actually possess / equip currently
    - perhaps another database of your "storage" area at home base?
    - persistence of this information to storage between game runs
    - presentation of the inventory to the user (may have to scale and grow, overlay parts, clothing, etc)
    - interaction with items in the inventory or on the character or in the home base storage area
    - interaction with the world to get items in and out
    - dependence on asset definition (images, etc.) for presentation

    Just the design choices of such a system can have a lot of complicating confounding issues, such as:

    - can you have multiple items? Is there a limit?
    - if there is an item limit, what is it? Total count? Weight? Size? Something else?
    - are those items shown individually or do they stack?
    - are coins / gems stacked but other stuff isn't stacked?
    - do items have detailed data shown (durability, rarity, damage, etc.)?
    - can users combine items to make new items? How? Limits? Results? Messages of success/failure?
    - can users substantially modify items with other things like spells, gems, sockets, etc.?
    - does a worn-out item (shovel) become something else (like a stick) when the item wears out fully?
    - etc.

    Your best bet is probably to write down exactly what you want feature-wise. It may be useful to get very familiar with an existing game so you have an actual example of each feature in action.

    Once you have decided a baseline design, fully work through two or three different inventory tutorials on Youtube, perhaps even for the game example you have chosen above.

    Breaking down a large problem such as inventory:

    https://forum.unity.com/threads/weapon-inventory-and-how-to-script-weapons.1046236/#post-6769558

    If you want to see most of the steps involved, make a "micro inventory" in your game, something whereby the player can have (or not have) a single item, and display that item in the UI, and let the user select that item and do things with it (take, drop, use, wear, eat, sell, buy, etc.).

    Everything you learn doing that "micro inventory" of one item will apply when you have any larger more complex inventory, and it will give you a feel for what you are dealing with.

    Breaking down large problems in general:

    https://forum.unity.com/threads/opt...n-an-asteroid-belt-game.1395319/#post-8781697

    Imphenzia: How Did I Learn To Make Games:



    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!


    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors, don't post here... just go fix your errors! Here's how:

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.
     
    Mcahit00 and CofiMau like this.
  4. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,082
    You access individual elements in an array like so:
    Code (csharp):
    1. // access the third element (arrays start at 0)
    2. Characters[2].SetActive(false);
    3.  
    4. // access the element by variable
    5. Characters[currentCharacter].SetActive(false);
     
    CofiMau likes this.
  5. CofiMau

    CofiMau

    Joined:
    Oct 27, 2020
    Posts:
    2
    Thanks everybody! <3
     
  6. Mcahit00

    Mcahit00

    Joined:
    Sep 24, 2020
    Posts:
    3
    This is the best advice i’ve seen. You wrote down what is in my mind last 3 weeks. When i’m learning to code fps controller i struggled about 2 days to understand. But that helped me too much. Before this year i was always doing copy paste and learning nothing. Now I’m able to create a intermediate fps controller without a tutorial. I understood the logic.
     
    Kurt-Dekker likes this.
  7. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,561
    It's so good to hear this... that's why I post here.

    I don't want to tell people what to do... I want to help people learn to figure it all out for themselves!!!
     
    Mcahit00 likes this.