Hi, I got stuck. I don’t know what to do. I have a few objetcs(letters) and I want to when my script generate random letter and check if is correct move to other object with same script.
Code:
using UnityEngine;
using System.Collections;
public class generateRandomSprite : MonoBehaviour {
//public
public countDownC _countDown;
public KeyCode[] SpriteKeyCode;
//public Sprite Sprites;
public Sprite[] sprites;
//public gameObjects
public GameObject Correct;
public GameObject InCorrect;
//private
private int currentSprite = -1;
private int currentKeyCode;
private bool isKeyDownClicked = false;
// Use this for initialization
void Start () {
_countDown = GameObject.FindGameObjectWithTag("MainCamera").gameObject.GetComponent<countDownC>();
sprites = Resources.LoadAll<Sprite>("Sprites/spriteLetters");
SpriteKeyCode[0] = KeyCode.A;
SpriteKeyCode[1] = KeyCode.B;
SpriteKeyCode[2] = KeyCode.C;
SpriteKeyCode[3] = KeyCode.D;
SpriteKeyCode[4] = KeyCode.E;
SpriteKeyCode[5] = KeyCode.F;
SpriteKeyCode[6] = KeyCode.G;
SpriteKeyCode[7] = KeyCode.H;
SpriteKeyCode[8] = KeyCode.I;
SpriteKeyCode[9] = KeyCode.J;
SpriteKeyCode[10] = KeyCode.K;
SpriteKeyCode[11] = KeyCode.L;
SpriteKeyCode[12] = KeyCode.M;
SpriteKeyCode[13] = KeyCode.N;
SpriteKeyCode[14] = KeyCode.O;
SpriteKeyCode[15] = KeyCode.P;
SpriteKeyCode[16] = KeyCode.Q;
SpriteKeyCode[17] = KeyCode.R;
SpriteKeyCode[18] = KeyCode.S;
SpriteKeyCode[19] = KeyCode.T;
SpriteKeyCode[20] = KeyCode.U;
SpriteKeyCode[21] = KeyCode.V;
SpriteKeyCode[22] = KeyCode.W;
SpriteKeyCode[23] = KeyCode.X;
SpriteKeyCode[24] = KeyCode.Y;
SpriteKeyCode[25] = KeyCode.Z;
Correct.renderer.enabled = false;
InCorrect.renderer.enabled = false;
/*
try
{
SpriteKeyCode = (KeyCode[])System.Enum.Parse(typeof(KeyCode), sprites[currentSprite].name);
}
catch
{
}
*/
}
// Update is called once per frame
void Update () {
if (currentSprite == -1 && _countDown.readyToPlay)
{
currentSprite = sprites.Length + 1;
currentSprite = Random.Range(0, sprites.Length);
currentKeyCode = currentSprite;
GetComponent<SpriteRenderer>().sprite = sprites[currentSprite];
}
/*
if (Input.GetKeyDown(this.SpriteKeyCode[0]))
{
Debug.Log("Key is pressed: " + this.sprites[currentSprite].name);
}
*/
TurnOffSprite();
}
void TurnOffSprite()
{
if (Input.anyKeyDown && _countDown.readyToPlay)
{
if (Input.GetKeyDown(SpriteKeyCode[currentKeyCode]))
{
if (InCorrect.renderer.enabled == false)
{
Correct.renderer.enabled = true;
}
}
else
{
if(Correct.renderer.enabled == false)
{
InCorrect.renderer.enabled = true;
}
}
}
}
}