Recently, I’ve been working on an educational FPS game - once you ‘tag’ an enemy (Destroy(GameObject) etc on a prefab that’s spawned on level load), the idea is that a variable will increase through a list of preset sums which is going to be displayed.
The one problem I’ve come across, is having the list count be increased after the correct enemy (each is named with their answer, e.g. EnemyNumber1, EnemyNumber2 etc). This is the last thing I have yet to code and I’m come across a blank.
Basically, I want to increase through a list after a certain prefab has been destroyed. This would then be put into another variable to track it and used to output to a text line. Does anyone have any advice for this specific thing?
From your very blurry description I think what you want is to store a count of destroyed enemies grouped by their names. A’la: I have destroyed 3 Joes and 5 Bens.
Here is what you can do:
public class DestroyedEnemyEntry
{
public string name;
public int count;
}
// Later
private Dictionary<string, DestroyedEnemyEntry> _destroyedEnemyEntriesByName = ...;
// Later
_destroyedEnemyEntriesByName["Joe"] = new DestroyedEnemyEntry("Joe", 0);
_destroyedEnemyEntriesByName["Ben"] = new DestroyedEnemyEntry("Ben", 0);
// Later
string destroyedEnemyName = /* However you communicate named enemy destruction */;
_destroyedEnemyEntriesByName[destrioyedEnemyName].count ++;
Debug.Log(string.Format("There have been {0} of {1}s destroyed", _destroyedEnemyEntriesByName[destrioyedEnemyName].count.ToString(), destrioyedEnemyName));