Objects stop being Destroyed. No idea why!

This is a weird issue, and the question is the closest I can get to explaining it

Basically my project just seems to work for 3 layers of objects and when it reaches the 4th layer it won’t do anything. This is what I mean: Desktop 2018 05 09 16 17 35 37 - YouTube In the video you will see that I dig down 3 layers and can remove the objects “dirt” on it’s side but when I go to the fourth layer it does nothing.

I’ve narrowed the issue to 1 line of code but that same line works for everything before it.

This is the relevant code:

Determines at what y coord the player is

void Update () {
		if (this.transform.position.y == -10.54467f) {
			minerLevel = "DirtLvl1";
		}
		else if(this.transform.position.y == -12.46467f) {
			minerLevel = "DirtLvl2";
		}
		else if(this.transform.position.y == -14.38467f) {
			minerLevel = "DirtLvl3";
		}
		else if(this.transform.position.y == -16.30467f) {
			minerLevel = "DirtLvl4";
		}
		else if(this.transform.position.y == -18.22467f) {
			minerLevel = "DirtLvl5";
		}
		else if(this.transform.position.y == -20.14467f) {
			minerLevel = "DirtLvl6";
		}
		else if(this.transform.position.y == -22.06467f) {
			minerLevel = "DirtLvl7";
		}
		else if(this.transform.position.y == -23.98467f) {
			minerLevel = "DirtLvl8";
		}
		else if(this.transform.position.y == -25.90467f) {
			minerLevel = "DirtLvl9";
		}
		else if(this.transform.position.y == -27.82467f) {
			minerLevel = "DirtLvl10";
		}

	}

This determines if the player is within the correct parameters and if so allowes the object to be destroyed using S (down) and A (left).

void OnCollisionStay2D(Collision2D collStay)
	{
		if (Input.GetKey ("s") && triggered == false) {
			countDown -= Time.deltaTime;
			if (countDown <= 0) {
				for (int i = 0; i < 8; i++) {
					if (collStay.transform.tag == "DirtLvl" + i) {
						Destroy (collStay.gameObject);
						countDown = 2.0f;
					}
				}
			}
		}

		if (entered == true) {
			if (Input.GetKey ("a")) {
				countDown -= Time.deltaTime;
				if (countDown <= 0) {
					for (int i = 0; i < 8; i++) {
						if (minerLevel == "DirtLvl" + i) {
							if (collStay.transform.tag == "DirtLvl" + i) {
								Destroy (collStay.gameObject);
								countDown = 2.0f;
								transform.Translate (-0.15f, 0.0f, 0.0f);
							}
						}
					}
				}
			}
		}
	}

I’ve found the issue comes in with if (minerLevel == "DirtLvl" + i)but I don’t see how that makes sense because it working for the first 3 elevations but nothing further than that.

If there’s anymore info needed please let me know. I’ve already completely rewritten the before because of a similar issue and I don’t want to do it again.

Thanks for any help

Do not use exact comparisons on floating-point values.

You’re doing two weird things here, so we’ll address them both. First, you shouldn’t compare floating point values using equality. Since you’re doing things apparently in terms of depth, you can probably replace those with a “____ than” comparison:

if (this.transform.position.y >= -10.54467f && this.transform.position.y <= -10) {
    minerLevel = "DirtLvl1";
}
else if(this.transform.position.y >= -12.46467f) {
    minerLevel = "DirtLvl2"
}
// ...

Secondly (and your actual compilation issue), you can’t add strings and integers like that. You’ll need to convert the index to a string and create a new string with that index appended onto your other one:

for (int i = 0; i < 8; i++) {

    // Need to append the level index to the string
    string iterLevel = "DirtLvl" + i.ToString();

    if (minerLevel == iterLevel) {
        if (collStay.transform.tag == iterLevel) {
            Destroy (collStay.gameObject);
            countDown = 2.0f;
            transform.Translate (-0.15f, 0.0f, 0.0f);
        }
    }
}