Please Show me my error or a new way to do it

Hi everyone ,

I am in a really bad situation , i am trying to do scenerio mode for my game and it is clone of volfied however i am really stucked.

I show you what i have done till today:

firstly i have create meshes like this:

void CircuitMeshCreate(int i,int textureBorderX){
		GameObject circuit = new GameObject ("Circuit "+ i, typeof(MeshFilter), typeof(MeshRenderer), typeof(MeshCollider));
		circuit.transform.position = dotVectors *;*
  •  Vector3[] vertices = {*
    
  •  	new Vector3 (0, 0),*
    
  •  	new Vector3 (1, 0),*
    
  •  	new Vector3 (1, 1),*
    
  •  	new Vector3 (0, 1)*
    
  •  };*
    
  •  int[] triangles = {*
    
  •  	0,3,1,*
    
  •  	2,1,3*
    
  •  };*
    
  •  Vector3[] normals = {*
    
  •  	new Vector3(0,0,1),*
    
  •  	new Vector3(0,0,1),*
    
  •  	new Vector3(0,0,1),*
    
  •  	new Vector3(0,0,1)*
    
  •  };*
    
  •  int j = Mathf.FloorToInt(i / textureBorderX);*
    
  •  int xx = Mathf.FloorToInt(i / textureBorderX);*
    
  •  Vector2[] uvs = {*
    

_ new Vector2 ( (float)xx / textureBorderX, (float)(i - (j * textureBorderX)) / textureBorderX),_
_ new Vector2 ( (float)(xx + 1) / textureBorderX, (float)(i - (j * textureBorderX)) / textureBorderX),_
_ new Vector2 ( (float)(xx + 1) / textureBorderX, (float)(i - (j * textureBorderX) + 1) / textureBorderX),_
_ new Vector2 ( (float)xx / textureBorderX, (float)(i - (j * textureBorderX) + 1) / textureBorderX)_

  •  };*
    
  •  Mesh mesh = new Mesh ();*
    
  •  mesh.vertices = vertices;*
    
  •  mesh.triangles = triangles;*
    
  •  mesh.normals = normals;*
    
  •  mesh.uv = uvs;*
    
  •  MeshFilter m_Filter = circuit.transform.GetComponent<MeshFilter> ();*
    
  •  m_Filter.mesh = mesh;*
    
  •  MeshRenderer m_Renderer = circuit.transform.GetComponent<MeshRenderer> ();*
    
  •  m_Renderer.material = material;*
    
  •  circuit.transform.SetParent (this.Meshes.transform);*
    
  • }*
    and placed dots to all of those vertices:
    for (int i = 0; i < dotVectors.Length; i++) {
    _ GameObject dot = (GameObject)Instantiate (nokta, dotVectors , Quaternion.identity);_
    * dot.transform.SetParent (transform);*
    * dot.name = “Nokta” + i;*
    }
    these for detection of location of the player , easily use of line renderer and change the material of background for every crop.
    however it didn’t go with i want.
    i coded every dots ,on the edges , Bool enable = true but the all of others “enable = false” .these for
    ship can walk on the enables .
    else {
    * if (Input.GetKey (KeyCode.UpArrow)) {*
    * if (GameObject.Find (“Nokta” + (noktaIndexer + 1))) {*
    * if (GameObject.Find (“Nokta” + noktaIndexer).transform.position.y < GameObject.Find (“Nokta” + (noktaIndexer + 1)).transform.position.y) {*
    * if (GameObject.Find (“Nokta” + (noktaIndexer + 1)).GetComponent ().enable) {*
    * noktaIndexer++;*
    * Debug.Log (“spacesiz döndürdü”);*
    * }*
    * }*
    * }*
    * } else if (Input.GetKey (KeyCode.DownArrow)) {*
    * if (GameObject.Find (“Nokta” + (noktaIndexer - 1))) {*
    * if (GameObject.Find (“Nokta” + noktaIndexer).transform.position.y > GameObject.Find (“Nokta” + (noktaIndexer - 1)).transform.position.y) {*
    * if (GameObject.Find (“Nokta” + (noktaIndexer - 1)).GetComponent ().enable) {*
    * noktaIndexer -= 1;*
    * }*
    * }*
    * }*
    * } else if (Input.GetKey (KeyCode.LeftArrow)) {*
    * if (GameObject.Find (“Nokta” + (noktaIndexer - ekranIndex))) {*
    * if (GameObject.Find (“Nokta” + noktaIndexer).transform.position.x > GameObject.Find (“Nokta” + (noktaIndexer - ekranIndex)).transform.position.x) {*
    * if (GameObject.Find (“Nokta” + (noktaIndexer - ekranIndex)).GetComponent ().enable) {*
    * noktaIndexer -= ekranIndex;*
    * }*
    * }*
    * }*
    * } else if (Input.GetKey (KeyCode.RightArrow)) {*
    * if (GameObject.Find (“Nokta” + (noktaIndexer + ekranIndex))) {*
    * if (GameObject.Find (“Nokta” + noktaIndexer).transform.position.x < GameObject.Find (“Nokta” + (noktaIndexer + ekranIndex)).transform.position.x) {*
    * if (GameObject.Find (“Nokta” + (noktaIndexer + ekranIndex)).GetComponent ().enable) {*
    * noktaIndexer += ekranIndex;*
    * }*
    * }*
    * }*
    * }*
    * }*
    it was very successul but now chaos starts.
    when the player pressed “space” the inside dots must be enable so i firstly try on line renderer:
    if (Input.GetKey (KeyCode.Space)) {
    * if (Changed) {*
    * LineRenderer lR = transform.GetComponent ();*
    * if (transform.position.x != GameObject.Find (“Ship-Beta”).transform.position.x && transform.position.y != GameObject.Find (“Ship-Beta”).transform.position.y ) {*
    * Changed = false;*
    * return;*
    * }*
    * lR.SetPosition (0, transform.position);*
    * lR.SetPosition (1, GameObject.Find (“Ship-Beta”).transform.position );*

* }*
* }*
it’s works well however if the player return of a move forexample he pressed 10 up and 5 down WİTH SPACE , line renderer works still 10 up so it was a crush for me and unsolveable.
then i must show you travel with space codes however it was very long so if yo read fo one direction , it is enough to understand to logic but anyway i have copied all of them (textureBordererX = ekranIndex) :
if (Input.GetKey (KeyCode.Space) ) {
* //dolsun buralaaaaaaaaaaaaarrrrrrrrrrrrrrrrrrrr…*

* // upppp*
* //indir*
* if (Input.GetKeyDown (KeyCode.UpArrow)) {*
* if (GameObject.Find (“Nokta” + (noktaIndexer + 1))) {*
* if (GameObject.Find (“Nokta” + noktaIndexer).transform.position.y < GameObject.Find (“Nokta” + (noktaIndexer + 1)).transform.position.y) { *
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().BreakPoint = true;*
* GameObject.Find (“Nokta” + (noktaIndexer )).GetComponent ().Changed = true;*

* }*
* }*
* }*

* //basılı*
* if (Input.GetKey(KeyCode.UpArrow) ) {*
* if (Input.GetKeyDown (KeyCode.Space)) {*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().BreakPoint = true;*
* GameObject.Find (“Nokta” + (noktaIndexer )).GetComponent ().Changed = true;*
* }*
* if (GameObject.Find (“Nokta” + (noktaIndexer + 1))) {*
* if (GameObject.Find (“Nokta” + noktaIndexer).transform.position.y < GameObject.Find (“Nokta” + (noktaIndexer + 1)).transform.position.y) {*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().enable = true;*
* noktaIndexer++;*
* }*
* }*
* if (Input.GetKeyUp (KeyCode.Space)) {*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().objeninYönü = new Vector3 (0, -1);*
* GameObject.Find (“Nokta” + (noktaIndexer )).GetComponent ().Changed = true;*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().BreakPoint = true;*
* }*
* }*
* //kaldır*
* if (Input.GetKeyUp(KeyCode.UpArrow)) {*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().objeninYönü = new Vector3 (0, -1);*
* GameObject.Find (“Nokta” + (noktaIndexer )).GetComponent ().Changed = true;*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().BreakPoint = true;*
* }*
* //Down*

* //indir*

* if (Input.GetKeyDown (KeyCode.DownArrow)) {*
* if (GameObject.Find (“Nokta” + (noktaIndexer - 1))) {*
* if (GameObject.Find (“Nokta” + noktaIndexer).transform.position.y > GameObject.Find (“Nokta” + (noktaIndexer - 1)).transform.position.y) { *
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().BreakPoint = true;*
* GameObject.Find (“Nokta” + (noktaIndexer )).GetComponent ().Changed = true;*
* }*
* }*
* }*

* //Down basılı ve space sıralı*
* if (Input.GetKey (KeyCode.DownArrow)) {*
* if (GameObject.Find (“Nokta” + (noktaIndexer - 1))) {*
* if (GameObject.Find (“Nokta” + noktaIndexer).transform.position.y > GameObject.Find (“Nokta” + (noktaIndexer - 1)).transform.position.y) {*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().enable = true;*
* noktaIndexer --;*
* }*
* }*
* if (Input.GetKeyUp (KeyCode.Space)) {*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().objeninYönü = new Vector3 (0, 1);*
* GameObject.Find (“Nokta” + (noktaIndexer )).GetComponent ().Changed = true;*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().BreakPoint = true;*
* }*
* if (Input.GetKeyDown (KeyCode.Space)) {*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().BreakPoint = true;*
* GameObject.Find (“Nokta” + (noktaIndexer )).GetComponent ().Changed = true;*
* }*
* }*

* //kaldır*
* if (Input.GetKeyUp(KeyCode.DownArrow)) {*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().objeninYönü = new Vector3 (0, 1);*
* GameObject.Find (“Nokta” + (noktaIndexer )).GetComponent ().Changed = true;*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().BreakPoint = true;*
* }*

* //LEeeeeFT*

* //İndiiir*
* if (Input.GetKeyDown (KeyCode.LeftArrow)) {*
* if (GameObject.Find (“Nokta” + (noktaIndexer - ekranIndex))) {*
* if (GameObject.Find (“Nokta” + noktaIndexer).transform.position.x > GameObject.Find (“Nokta” + (noktaIndexer - ekranIndex)).transform.position.x) { *
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().BreakPoint = true;*
* GameObject.Find (“Nokta” + (noktaIndexer )).GetComponent ().Changed = true;*
* }*
* }*
* }*

* //basılı*
* if (Input.GetKey (KeyCode.LeftArrow)) {*
* if (GameObject.Find (“Nokta” + (noktaIndexer - ekranIndex))) {*
* if (GameObject.Find (“Nokta” + noktaIndexer).transform.position.x > GameObject.Find (“Nokta” + (noktaIndexer - ekranIndex)).transform.position.x) {*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().enable = true;*
* noktaIndexer -= ekranIndex;*
* }*
* }*
* if (Input.GetKeyUp (KeyCode.Space)) {*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().objeninYönü = new Vector3 (-1,0);*
* GameObject.Find (“Nokta” + (noktaIndexer )).GetComponent ().Changed = true;*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().BreakPoint = true;*
* }*
* if (Input.GetKeyDown (KeyCode.Space)) {*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().BreakPoint = true;*
* GameObject.Find (“Nokta” + (noktaIndexer )).GetComponent ().Changed = true;*
* }*
* }*

* //kaldır*
* if (Input.GetKeyUp(KeyCode.LeftArrow)) {*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().objeninYönü = new Vector3 (-1,0);*
* GameObject.Find (“Nokta” + (noktaIndexer )).GetComponent ().Changed = true;*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().BreakPoint = true;*
* }*

* //RIıııııiiiiiGHT*

* //indir*
* if (Input.GetKeyDown (KeyCode.RightArrow)) {*
* if (GameObject.Find (“Nokta” + (noktaIndexer + ekranIndex))) {*
* if (GameObject.Find (“Nokta” + noktaIndexer).transform.position.x < GameObject.Find (“Nokta” + (noktaIndexer + ekranIndex)).transform.position.x) { *
* Debug.Log (“ilk nokta düzgün”);*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().BreakPoint = true;*
* GameObject.Find (“Nokta” + (noktaIndexer )).GetComponent ().Changed = true;*
* }*
* }*
* }*

* //basılı*
* if (Input.GetKey (KeyCode.RightArrow)) {*
* if (GameObject.Find (“Nokta” + (noktaIndexer + ekranIndex))) {*
* if (GameObject.Find (“Nokta” + noktaIndexer).transform.position.x < GameObject.Find (“Nokta” + (noktaIndexer + ekranIndex)).transform.position.x) {*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().enable = true;*
* noktaIndexer += ekranIndex;*
* }*
* }*
* if (Input.GetKeyUp (KeyCode.Space)) {*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().objeninYönü = new Vector3 (1,0);*
* GameObject.Find (“Nokta” + (noktaIndexer )).GetComponent ().Changed = true;*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().BreakPoint = true;*
* }*
* if (Input.GetKeyDown (KeyCode.Space)) {*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().BreakPoint = true;*
* GameObject.Find (“Nokta” + (noktaIndexer )).GetComponent ().Changed = true;*
* }*
* }*

* //kaldır*
* if (Input.GetKeyUp(KeyCode.RightArrow)) {*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().objeninYönü = new Vector3 (1,0);*
* GameObject.Find (“Nokta” + (noktaIndexer )).GetComponent ().Changed = true;*
* GameObject.Find (“Nokta” + (noktaIndexer)).GetComponent ().BreakPoint = true;*
* }*
* }*
im still here and i really crushed i have nothing to do more because i cant generate any solve here so
PLEASE give me a solve or a new idea to start from beginning.

up please could someone help me ?