Good Afternoon all.
I am having a bit of a problem figuring out how to randomly get an object out of a list that wasn't picked on the last update of a script. When this randomly instantiated object is spawned and reaches a certain y value, it will set itself to inactive. So when this object is not active, it will go through an array and pick another object at random. However, I do not want to include the previous active object.
example: blue ball was first active. Moves on the Y axis. Becomes inactive. Next object spawn should have no chance of being a blue ball. Any ideas and help will be greatly appreciated.
My code is below
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class ballGeneratorShooter : MonoBehaviour
{
private int ballSelector;
private TagNumber theTagNumber;
public ObjectPooler[] theObjectballPools;//In my inspector, I have 5 prefab gameObjects attached
List<ObjectPooler> changingBalls;
public bool changeBalls;
public GameObject currentBall;
public GameObject newBall;
// Use this for initialization
void Start()
{
changingBalls = new List<ObjectPooler>();
currentBall = newBall;
}
// Update is called once per frame
void Update()
{
if (newBall == null)
{
ballSelector = Random.Range(0, theObjectballPools.Length);
newBall = theObjectballPools[ballSelector].GetPooledObject();
newBall.transform.position = transform.position;
newBall.transform.rotation = transform.rotation;
newBall.SetActive(true);
}
if (newBall.activeInHierarchy == false)
{
if (changeBalls)
{
for (int i = 0; i < theObjectballPools.Length; i++)
{
if (theObjectballPools[i].GetPooledObject().GetComponent<TagNumber>().tag != currentBall.GetComponent<TagNumber>().tag)
{
changingBalls.Add(theObjectballPools[i]);
}
//changingballs.Add(theObjectballPools[i]);
}
ballSelector = Random.Range(0, changingBalls.Count);
newBall = theObjectballPools[ballSelector].GetPooledObject();
Debug.Log(changingBalls.Count);
newBall.transform.position = transform.position;
newBall.transform.rotation = transform.rotation;
newBall.SetActive(true);
currentBall = newBall;
changeBalls = false;
changingBalls.Clear();
}
}
}
}
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