I am trying to figure out how to simplify creating game objects into a loop. This is as far as I got before becoming stumped on what to do for this to be easier to read.
`using System.Collections; using System.Collections.Generic; using UnityEngine;
public class game_Objects: MonoBehaviour {
public GameObject cube1, cube2, cube3, cube4, cube5, cube6, cube7, cube8, cube9;
public GameObject col1P1, col1P2, col1P3, col1P4, col1P5, col1P6;
public GameObject col2P1, col2P2, col2P3, col2P4, col2P5, col2P6;
public GameObject col3P1, col3P2, col3P3, col3P4, col3P5, col3P6;
// Use this for initialization
void Start ()
{
}
// Update is called once per frame
void Update ()
{
if (Input.GetKeyUp (KeyCode.G))
{
GameObject cube1 =
GameObject.CreatePrimitive (PrimitiveType.Cube);
cube1.transform.position = new Vector3(5f, 0.5f, 0);
GameObject cube2 =
GameObject.CreatePrimitive (PrimitiveType.Cube);
cube2.transform.position = new Vector3 (6f, 0.5f, 0);
GameObject cube3 =
GameObject.CreatePrimitive (PrimitiveType.Cube);
cube3.transform.position = new Vector3 (7f, 0.5f, 0);
GameObject cube4 =
GameObject.CreatePrimitive (PrimitiveType.Cube);
cube4.transform.position = new Vector3 (5f, 1.5f, 0);
GameObject cube5 =
GameObject.CreatePrimitive (PrimitiveType.Cube);
cube5.transform.position = new Vector3 (6f, 1.5f, 0);
GameObject cube6 =
GameObject.CreatePrimitive (PrimitiveType.Cube);
cube6.transform.position = new Vector3 (7f, 1.5f, 0);
GameObject cube7 =
GameObject.CreatePrimitive (PrimitiveType.Cube);
cube7.transform.position = new Vector3 (5f, 2.5f, 0);
GameObject cube8 =
GameObject.CreatePrimitive (PrimitiveType.Cube);
cube8.transform.position = new Vector3 (6f, 2.5f, 0);
GameObject cube9 =
GameObject.CreatePrimitive (PrimitiveType.Cube);
cube9.transform.position = new Vector3 (7f, 2.5f, 0);
GameObject col1P1 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col1P1.transform.position = new Vector3 (0, 1f, -5f);
GameObject col1P2 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col1P2.transform.position = new Vector3 (0, 3f, -5);
GameObject col1P3 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col1P3.transform.position = new Vector3 (0, 5f, -5f);
GameObject col1P4 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col1P4.transform.position = new Vector3 (0, 7f, -5f);
GameObject col1P5 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col1P5.transform.position = new Vector3 (0, 9f, -5f);
GameObject col1P6 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col1P6.transform.position = new Vector3 (0, 11f, -5f);
GameObject col2P1 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col2P1.transform.position = new Vector3 (0, 1f, 0);
GameObject col2P2 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col2P2.transform.position = new Vector3 (0, 3f, 0);
GameObject col2P3 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col2P3.transform.position = new Vector3 (0, 5f, 0);
GameObject col2P4 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col2P4.transform.position = new Vector3 (0, 7f, 0);
GameObject col2P5 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col2P5.transform.position = new Vector3 (0, 9f, 0);
GameObject col2P6 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col2P6.transform.position = new Vector3 (0, 11f, 0);
GameObject col3P1 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col3P1.transform.position = new Vector3 (0, 1f, 5f);
GameObject col3P2 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col3P2.transform.position = new Vector3 (0, 3f, 5);
GameObject col3P3 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col3P3.transform.position = new Vector3 (0, 5f, 5f);
GameObject col3P4 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col3P4.transform.position = new Vector3 (0, 7f, 5f);
GameObject col3P5 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col3P5.transform.position = new Vector3 (0, 9f, 5f);
GameObject col3P6 =
GameObject.CreatePrimitive (PrimitiveType.Cylinder);
col3P6.transform.position = new Vector3 (0, 11f, 5f);
}
}
}'
Thank you for the assistance and for pointing out better ways I can improve this.
CodePudding user response:
The answer lies in the namespace you imported but not using :-) System.Collections.Generic
. Use List
or something that suits the needs of the application.
Understand the pattern that is occurring in the sequence, e.g. for Cube creation after every 3 values, the X value becomes 5 and Y value increments by 1. For every 3 values we can use a variable like _cubeOffset
So since you have to create 9 cubes, start with XValue = 4.0f
and YValue = -0.5f
. Now start a loop for creation of 9 cubes by taking i
from 0
to 8
. First step would be to check if i % 3 == 0
, if so, then set XValue = 4.0f
and YValue = 0.5f
_cubeOffset = 3;
_startXCube = 4.0f;
_startYCube = -0.5f;
_cubes = new List < GameObject > ( TOTAL_CUBES );
for ( int i = 0; i < TOTAL_CUBES; i ) {
/*
* This below check will run when i = 0, 3, 6
* at this point we set the _startXCube to 4.0f and
* increment the previous value of _startYCube by 1.
* Therefore at i = 0
* _startXCube = 4.0f
* _startYCube = 0.5f, since the previous value of _startYCube is -0.5f
*
* i = 3
* _startXCube = 4.0f
* _startYCube = 1.5f, since the previous value of _startYCube is 0.5f
*
* i = 6
* _startXCube = 4.0f
* _startYCube = 2.5f, since the previous value of _startYCube is 1.5f
*/
if ( i % _cubeOffset == 0 ) {
_startXCube = 4.0f;
_startYCube = 1.0f;
}
_startXCube = 1.0f; // Incrementing _startXCube since we need 5.0f, 6.0f and 7.0f values
GameObject gb = GameObject.CreatePrimitive ( PrimitiveType.Cube );
gb.transform.position = new Vector3 ( _startXCube, _startYCube, 0.0f );
_cubes.Add ( gb );
Debug.Log ( $"<color=lightblue>Creating Cube -> X:{_startXCube} Y:{_startYCube} Z:0</color>" );
}
Similarly, we can create the logic for the Cylinders as below:
_startZCylinder = -10.0f;
_cylinders = new List < List < GameObject > > ( TOTAL_COLUMNS );
for ( int i = 0; i < TOTAL_COLUMNS; i ) {
_cylinders.Add ( new List < GameObject > ( TOTAL_CYLINDERS ) );
_startYCylinder = -1.0f;
_startZCylinder = 5.0f;
for ( int j = 0; j < TOTAL_CYLINDERS; j ) {
_startYCylinder = 2.0f;
GameObject gb = GameObject.CreatePrimitive ( PrimitiveType.Cylinder );
gb.transform.position = new Vector3 ( 0.0f, _startYCylinder, _startZCylinder );
_cylinders [ _cylinders.Count - 1 ].Add ( gb );
Debug.Log ( $"<color=lightblue>Creating Cylinder -> X:{0.0f} Y:{_startYCylinder} Z:{_startZCylinder}</color>" );
}
}
Kindly do note, for these code snippets I have used List data structure as below:
private List < GameObject > _cubes;
private List < List < GameObject > > _cylinders;
This is the whole script
using System.Collections.Generic;
using UnityEngine;
public class CreatePrimitive : MonoBehaviour {
#region Private Field
private int _cubeOffset;
private float _startXCube;
private float _startYCube;
private List < GameObject > _cubes;
private int _cylinderOffset;
private float _startYCylinder;
private float _startZCylinder;
private List < List < GameObject > > _cylinders;
private const int TOTAL_CUBES = 9;
private const int TOTAL_COLUMNS = 3;
private const int TOTAL_CYLINDERS = 6;
#endregion Private Field
#region MonoBehaviour Callback
private void Start () {
_cubeOffset = 3;
_startXCube = 4.0f;
_startYCube = -0.5f;
_cubes = new List < GameObject > ( TOTAL_CUBES );
for ( int i = 0; i < TOTAL_CUBES; i ) {
/*
* This below check will run when i = 0, 3, 6
* at this point we set the _startXCube to 4.0f and
* increment the previous value of _startYCube by 1.
* Therefore at i = 0
* _startXCube = 4.0f
* _startYCube = 0.5f, since the previous value of _startYCube is -0.5f
*
* i = 3
* _startXCube = 4.0f
* _startYCube = 1.5f, since the previous value of _startYCube is 0.5f
*
* i = 6
* _startXCube = 4.0f
* _startYCube = 2.5f, since the previous value of _startYCube is 1.5f
*/
if ( i % _cubeOffset == 0 ) {
_startXCube = 4.0f;
_startYCube = 1.0f;
}
_startXCube = 1.0f; // Incrementing _startXCube since we need 5.0f, 6.0f and 7.0f values
GameObject gb = GameObject.CreatePrimitive ( PrimitiveType.Cube );
gb.transform.position = new Vector3 ( _startXCube, _startYCube, 0.0f );
_cubes.Add ( gb );
Debug.Log ( $"<color=lightblue>Creating Cube -> X:{_startXCube} Y:{_startYCube} Z:0</color>" );
}
_startZCylinder = -10.0f;
_cylinders = new List < List < GameObject > > ( TOTAL_COLUMNS );
for ( int i = 0; i < TOTAL_COLUMNS; i ) {
_cylinders.Add ( new List < GameObject > ( TOTAL_CYLINDERS ) );
_startYCylinder = -1.0f;
_startZCylinder = 5.0f;
for ( int j = 0; j < TOTAL_CYLINDERS; j ) {
_startYCylinder = 2.0f;
GameObject gb = GameObject.CreatePrimitive ( PrimitiveType.Cylinder );
gb.transform.position = new Vector3 ( 0.0f, _startYCylinder, _startZCylinder );
_cylinders [ _cylinders.Count - 1 ].Add ( gb );
Debug.Log ( $"<color=lightblue>Creating Cylinder -> X:{0.0f} Y:{_startYCylinder} Z:{_startZCylinder}</color>" );
}
}
}
#endregion MonoBehaviour Callback
}
CodePudding user response:
You can create a static function, just like this
public class CubeHelper
{
public static GameObject Creating(Vector3 position, PrimitiveType primitiveType)
{
GameObject createdGameObject = GameObject.CreatePrimitive(primitiveType)
createdGameObject.transform.position = position;
return createdGameObject;
}
}
and then just passing parameter :
Gameobject sthg = CubeHelper.Creating("your vector3", "your primitive type");