Apparently in order to move multiple instantiated objects, they need to be in a list. Which is great and all.
But I have 0 clue how to do such a thing and any attempt at searching for a decent answer leads to the MSDN page which shows a terrible way to list. Well it’s terrible in the sense that it’s impossible to understand for newer people.
So here is my question:
How do you do such a thing?
So using that link that was provided. I came up with the following:
public void PlatformAdd()
{
pList.Add (PlatformOBJChild);
}
public void PlatformRemove()
{
pList.Remove(PlatformOBJChild);
}
if (MaxCount < 11)
{
PlatformOBJChild =Instantiate(PlatformOBJSel, new Vector3(1.0f+ iX,1.0f+iY,0.0f),
Quaternion.identity) as Transform;
iX +=Random.Range(3.0f,6.0f);
iY +=Random.Range(1.0f,2.0f);
MaxCount++;
Debug.Log("MaxCount " + MaxCount);
PlatformAdd();
}
void OnCollisionEnter(Collision other)
{
if (PlatformDestroyed == true)
{
return;
}
if (other.collider.tag == "Platform")
{
ss.PlatformRemove();
Destroy(other.gameObject);
Destroy(gameObject);
PlatformDestroyed = true;
}
if (other.collider.tag == "PlatformEnd")
{
Destroy(gameObject);
Debug.Log("Platform reached END");
PlatformDestroyed = true;
}
else
{
return;
}
}
The problem I am having now is that it deletes the object and then there is a Missing(TransformObject) in the List array.
How is this fixed? Or what else can I do to fix this?