Hi everybody !
I’m making a little game with 2D objects (box, square, circles, etc…) appearing when I click. I have this code actually making things work : everytime I use the mouseclick a Gameobject is created from the array list in the inspector.
//Changed to an array of objects assign as many as you have in inspector
var boxes : GameObject[];
var boxCounter : int;
function Update()
{
if(Input.GetMouseButtonDown(0))//Checks to see if left mouse button was clicked.
{
CreateBox();
}
}
function CreateBox()
{
var mousePos : Vector2 = Input.mousePosition;
//Depth you want the center of the object to be is z which I used zero
var boxPos : Vector3 = camera.ScreenToWorldPoint(mousePos.x, mousePos.y, 0);
//I used the perfab box's rotation here but you can enter what you'd like as a euler using Quaternion.Euler(x,y,z)
Instantiate(boxes[boxCounter], boxPos, boxes[boxCounter].transform.rotation);
//This will increment if there are more boxes or reset to 0 if it is the last one.
if(boxCounter == boxes.length-1)
{
boxCounter = 0;
}else{
boxCounter ++;
}
}
But now I have a little problem with the last part, the boxCounter. I want another function to start when all the GameObjects in the array are on the game screen. For example, “If boxcounter = number of array {function GamEnding()} else boxcounter ++” ; I don’t want the counter to restart at 0 as the last function is working atm. I tried a few things but nothing worked well. Any idea?