Hi, is it possible to create this as an array with a for loop? To make one plane_ at a time true. I tried implementing one person’s feedback on a post on this problem, but I kept having an error when trying to set the whole array false or true.
It actually works how I’ve done it here, but I realize it is really bad and hacky as a piece of code. And I wish it was better.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SandBlastScript : MonoBehaviour {
public float _time;
public float _2time;
public float _Twotime;
public GameObject plane_1;
public GameObject plane_2;
public GameObject plane_3;
public GameObject plane_4;
public GameObject plane_5;
public GameObject plane_6;
public GameObject plane_7;
public GameObject plane_8;
public GameObject plane_9;
public GameObject plane_10;
public GameObject plane_11;
public GameObject plane_12;
public GameObject plane_13;
public GameObject plane_14;
public GameObject plane_15;
public GameObject plane_16;
public GameObject plane_17;
public GameObject plane_18;
public GameObject plane_19;
public GameObject plane_20;
// Use this for initialization
void Start() {
plane_1.SetActive(false);
plane_2.SetActive(false);
plane_3.SetActive(false);
plane_4.SetActive(false);
plane_5.SetActive(false);
plane_6.SetActive(false);
plane_7.SetActive(false);
plane_8.SetActive(false);
plane_9.SetActive(false);
plane_10.SetActive(false);
plane_11.SetActive(false);
plane_12.SetActive(false);
plane_13.SetActive(false);
plane_14.SetActive(false);
plane_15.SetActive(false);
plane_16.SetActive(false);
plane_17.SetActive(false);
plane_18.SetActive(false);
plane_19.SetActive(false);
plane_20.SetActive(false);
StartCoroutine("NewSand");
}
IEnumerator NewSand()
{
yield return new WaitForSeconds(_Twotime);
plane_1.SetActive(true);
yield return new WaitForSeconds(_time);
plane_1.SetActive(false);
plane_2.SetActive(true);
yield return new WaitForSeconds(_time);
plane_2.SetActive(false);
plane_3.SetActive(true);
yield return new WaitForSeconds(_time);
plane_3.SetActive(false);
plane_4.SetActive(true);
yield return new WaitForSeconds(_time);
plane_4.SetActive(false);
plane_5.SetActive(true);
yield return new WaitForSeconds(_time);
plane_5.SetActive(false);
plane_6.SetActive(true);
yield return new WaitForSeconds(_time);
plane_6.SetActive(false);
plane_7.SetActive(true);
yield return new WaitForSeconds(_time);
plane_7.SetActive(false);
plane_8.SetActive(true);
yield return new WaitForSeconds(_time);
plane_8.SetActive(false);
plane_9.SetActive(true);
yield return new WaitForSeconds(_time);
plane_9.SetActive(false);
plane_10.SetActive(true);
yield return new WaitForSeconds(_time);
plane_10.SetActive(false);
plane_11.SetActive(true);
yield return new WaitForSeconds(_time);
plane_11.SetActive(false);
plane_12.SetActive(true);
yield return new WaitForSeconds(_time);
plane_12.SetActive(false);
plane_13.SetActive(true);
yield return new WaitForSeconds(_time);
plane_13.SetActive(false);
plane_14.SetActive(true);
yield return new WaitForSeconds(_time);
plane_14.SetActive(false);
plane_15.SetActive(true);
yield return new WaitForSeconds(_time);
plane_15.SetActive(false);
plane_16.SetActive(true);
yield return new WaitForSeconds(_time);
plane_16.SetActive(false);
plane_17.SetActive(true);
yield return new WaitForSeconds(_time);
plane_17.SetActive(false);
plane_18.SetActive(true);
yield return new WaitForSeconds(_time);
plane_18.SetActive(false);
plane_19.SetActive(true);
yield return new WaitForSeconds(_time);
plane_19.SetActive(false);
plane_20.SetActive(true);
yield return new WaitForSeconds(_time);
plane_1.SetActive(false);
plane_2.SetActive(false);
plane_3.SetActive(false);
plane_4.SetActive(false);
plane_5.SetActive(false);
plane_6.SetActive(false);
plane_7.SetActive(false);
plane_8.SetActive(false);
plane_9.SetActive(false);
plane_10.SetActive(false);
plane_11.SetActive(false);
plane_12.SetActive(false);
plane_13.SetActive(false);
plane_14.SetActive(false);
plane_15.SetActive(false);
plane_16.SetActive(false);
plane_17.SetActive(false);
plane_18.SetActive(false);
plane_19.SetActive(false);
plane_20.SetActive(false);
}
}