I'm trying to make a rhythm game based of fnf. C#

I’ve got all of the code set up for moving and creating the note, and I have the end goal selected. But the bit I’m stuck on is how to create a suitable range for the note. What I mean is that if the note is unreasonably far away, it won’t delete the note. but if it’s somewhat touching it will delete the note on input and give a grade. I’ve got the grading system in mind, so I just need a way to find a suitable range for the note input thing. PS working with UI elements

using UnityEngine.UI;
using System.Collections;
using UnityEngine;

public class NOTEPIE : MonoBehaviour
{
// the object to clone
public GameObject Left;

// misc variables
public GameObject parentCanvas;
public GameObject LeftClone;

// Transforms
public RectTransform leftt;

// EndGoals
public GameObject LeftEnd;

void Start()
{
    leftt = Left.GetComponent<RectTransform>();
    var position = leftt.position;
    if (1 + 7 != 2)
    { // Just to trigger
        LeftClone = Instantiate(Left, position, leftt.rotation); // The parent of a moving clone
        LeftClone.transform.SetParent(parentCanvas.transform);
        LeftClone.tag = "Clone"; // used for destroyer
        if (LeftClone)
        { // checks if leftclone exists
            var LeftScript = LeftClone.GetComponent<Movement>();
            LeftScript.enabled = true;
        }
    }

}
void Update()
{
    if (Input.GetKeyDown("a"))
    {
        var Note = GameObject.FindGameObjectWithTag("Clone"); // Note

        // this is the bit I'm stuck on. I tried the vector3.distance command with the variable above and the LeftEnd game object, then it just spitted out 14 diffrent errors that didn't make sense
    }
}

}

the variable Left is the gameobject for instantiate

1 Answer

1

btw no need