Here is my all GameControl script:
static GameObject HexGrey;
static GameObject HexPurple;
static GameObject HexBlue;
static GameObject HexGreen;
static GameObject HexTurq;
static GameObject HexRed;
static GameObject HexYellow;
Vector3 GreyVec;
Vector3 PurpleVec;
Vector3 BlueVec;
Vector3 GreenVec;
Vector3 TurqVec;
Vector3 RedVec;
Vector3 YellowVec;
Vector3 GreyVecOrigin;
Vector3 PurpleVecOrigin;
Vector3 BlueVecOrigin;
Vector3 GreenVecOrigin;
Vector3 TurqVecOrigin;
Vector3 RedVecOrigin;
Vector3 YellowVecOrigin;
public Button button; // DeathCanvas
public Text text;
public Material wallMat;
float t;
public static int a = 0;
public static int b = 0;
float wallMoveT = 0.7f;
private IEnumerator coroutine;
void Start()
{
button.gameObject.SetActive(false); // DeathCanvas
text.enabled = false;
coroutine = enumerator(3);
StartCoroutine(coroutine);
ObjectAssignment();
VecAssignment();
}
void Update()
{
WallControl();
}
void ObjectAssignment()
{
HexGrey = GameObject.FindGameObjectWithTag("HexGrey");
HexPurple = GameObject.FindGameObjectWithTag("HexPurple");
HexBlue = GameObject.FindGameObjectWithTag("HexBlue");
HexGreen = GameObject.FindGameObjectWithTag("HexGreen");
HexTurq = GameObject.FindGameObjectWithTag("HexLBlue");
HexRed = GameObject.FindGameObjectWithTag("HexRed");
HexYellow = GameObject.FindGameObjectWithTag("HexYellow");
}
void VecAssignment()
{
t += Time.deltaTime / wallMoveT;
GreyVecOrigin = new Vector3(HexGrey.transform.position.x, 0, HexGrey.transform.position.z);
PurpleVecOrigin = new Vector3(HexPurple.transform.position.x, 0, HexPurple.transform.position.z);
BlueVecOrigin = new Vector3(HexBlue.transform.position.x, 0, HexBlue.transform.position.z);
GreenVecOrigin = new Vector3(HexGreen.transform.position.x, 0, HexGreen.transform.position.z);
TurqVecOrigin = new Vector3(HexTurq.transform.position.x, 0, HexTurq.transform.position.z);
RedVecOrigin = new Vector3(HexRed.transform.position.x, 0, HexRed.transform.position.z);
YellowVecOrigin = new Vector3(HexYellow.transform.position.x, 0, HexYellow.transform.position.z);
GreyVec = new Vector3(HexGrey.transform.position.x, -4, HexGrey.transform.position.z);
PurpleVec = new Vector3(HexPurple.transform.position.x, -4, HexPurple.transform.position.z);
BlueVec = new Vector3(HexBlue.transform.position.x, -4, HexBlue.transform.position.z);
GreenVec = new Vector3(HexGreen.transform.position.x, -4, HexGreen.transform.position.z);
TurqVec = new Vector3(HexTurq.transform.position.x, -4, HexTurq.transform.position.z);
RedVec = new Vector3(HexRed.transform.position.x, -4, HexRed.transform.position.z);
YellowVec = new Vector3(HexYellow.transform.position.x, -4, HexYellow.transform.position.z);
}
void WallControl()
{
if (a == 1)
{
wallMat.color = Color.grey;
if (b == 1)
{
HexPurple.transform.position = Vector3.Lerp((HexPurple.transform.position), (PurpleVec), t);
HexBlue.transform.position = Vector3.Lerp((HexBlue.transform.position), (BlueVec), t);
HexGreen.transform.position = Vector3.Lerp((HexGreen.transform.position), (GreenVec), t);
HexTurq.transform.position = Vector3.Lerp((HexTurq.transform.position), (TurqVec), t);
HexRed.transform.position = Vector3.Lerp((HexRed.transform.position), (RedVec), t);
HexYellow.transform.position = Vector3.Lerp((HexYellow.transform.position), (YellowVec), t);
Debug.Log("GREY");
}
}
else if (a == 2)
{
wallMat.color = Color.magenta;
if (b == 2)
{
HexGrey.transform.position = Vector3.Lerp((HexGrey.transform.position), (GreyVec), t);
HexBlue.transform.position = Vector3.Lerp((HexBlue.transform.position), (BlueVec), t);
HexGreen.transform.position = Vector3.Lerp((HexGreen.transform.position), (GreenVec), t);
HexTurq.transform.position = Vector3.Lerp((HexTurq.transform.position), (TurqVec), t);
HexRed.transform.position = Vector3.Lerp((HexRed.transform.position), (RedVec), t);
HexYellow.transform.position = Vector3.Lerp((HexYellow.transform.position), (YellowVec), t);
Debug.Log("MAGENTA");
}
}
else if (a == 3)
{
wallMat.color = Color.blue;
if (b == 3)
{
HexPurple.transform.position = Vector3.Lerp((HexPurple.transform.position), (PurpleVec), t);
HexGrey.transform.position = Vector3.Lerp((HexGrey.transform.position), (GreyVec), t);
HexGreen.transform.position = Vector3.Lerp((HexGreen.transform.position), (GreenVec), t);
HexTurq.transform.position = Vector3.Lerp((HexTurq.transform.position), (TurqVec), t);
HexRed.transform.position = Vector3.Lerp((HexRed.transform.position), (RedVec), t);
HexYellow.transform.position = Vector3.Lerp((HexYellow.transform.position), (YellowVec), t);
Debug.Log("BLUE");
}
}
else if (a == 4)
{
wallMat.color = Color.green;
if (b == 4)
{
HexPurple.transform.position = Vector3.Lerp((HexPurple.transform.position), (PurpleVec), t);
HexBlue.transform.position = Vector3.Lerp((HexBlue.transform.position), (BlueVec), t);
HexGrey.transform.position = Vector3.Lerp((HexGrey.transform.position), (GreyVec), t);
HexTurq.transform.position = Vector3.Lerp((HexTurq.transform.position), (TurqVec), t);
HexRed.transform.position = Vector3.Lerp((HexRed.transform.position), (RedVec), t);
HexYellow.transform.position = Vector3.Lerp((HexYellow.transform.position), (YellowVec), t);
Debug.Log("GREEN");
}
}
else if (a == 5)
{
wallMat.color = Color.cyan;
if (b == 5)
{
HexPurple.transform.position = Vector3.Lerp((HexPurple.transform.position), (PurpleVec), t);
HexBlue.transform.position = Vector3.Lerp((HexBlue.transform.position), (BlueVec), t);
HexGreen.transform.position = Vector3.Lerp((HexGreen.transform.position), (GreenVec), t);
HexGrey.transform.position = Vector3.Lerp((HexGrey.transform.position), (GreyVec), t);
HexRed.transform.position = Vector3.Lerp((HexRed.transform.position), (RedVec), t);
HexYellow.transform.position = Vector3.Lerp((HexYellow.transform.position), (YellowVec), t);
Debug.Log("CYAN");
}
}
else if (a == 6)
{
wallMat.color = Color.red;
if (b == 6)
{
HexPurple.transform.position = Vector3.Lerp((HexPurple.transform.position), (PurpleVec), t);
HexBlue.transform.position = Vector3.Lerp((HexBlue.transform.position), (BlueVec), t);
HexGreen.transform.position = Vector3.Lerp((HexGreen.transform.position), (GreenVec), t);
HexTurq.transform.position = Vector3.Lerp((HexTurq.transform.position), (TurqVec), t);
HexGrey.transform.position = Vector3.Lerp((HexGrey.transform.position), (GreyVec), t);
HexYellow.transform.position = Vector3.Lerp((HexYellow.transform.position), (YellowVec), t);
Debug.Log("RED");
}
}
else if (a == 7)
{
wallMat.color = Color.yellow;
if (b == 7)
{
HexPurple.transform.position = Vector3.Lerp((HexPurple.transform.position), (PurpleVec), t);
HexBlue.transform.position = Vector3.Lerp((HexBlue.transform.position), (BlueVec), t);
HexGreen.transform.position = Vector3.Lerp((HexGreen.transform.position), (GreenVec), t);
HexTurq.transform.position = Vector3.Lerp((HexTurq.transform.position), (TurqVec), t);
HexRed.transform.position = Vector3.Lerp((HexRed.transform.position), (RedVec), t);
HexGrey.transform.position = Vector3.Lerp((HexGrey.transform.position), (GreyVec), t);
Debug.Log("YELLOW");
}
}
else if (a == 8)
{
wallMat.color = Color.black;
HexGrey.transform.position = Vector3.Lerp((HexGrey.transform.position), (GreyVecOrigin), t);
HexPurple.transform.position = Vector3.Lerp((HexPurple.transform.position), (PurpleVecOrigin), t);
HexBlue.transform.position = Vector3.Lerp((HexBlue.transform.position), (BlueVecOrigin), t);
HexGreen.transform.position = Vector3.Lerp((HexGreen.transform.position), (GreenVecOrigin), t);
HexTurq.transform.position = Vector3.Lerp((HexTurq.transform.position), (TurqVecOrigin), t);
HexRed.transform.position = Vector3.Lerp((HexRed.transform.position), (RedVecOrigin), t);
HexYellow.transform.position = Vector3.Lerp((HexYellow.transform.position), (YellowVecOrigin), t);
Debug.Log("BLACK");
}
else
{
wallMat.color = Color.black;
}
}
private IEnumerator enumerator(int waitTime)
{
while (true)
{
yield return new WaitForSeconds(waitTime);
a = Random.Range(1, 8);
yield return new WaitForSeconds(1.5f);
b = a;
yield return new WaitForSeconds(waitTime);
a = 8;
b = 0;
}
}
public void GoToMainMenu()
{
SceneManager.LoadScene("MainMenu");
}
I know using integers named "a" and "b" looks like complicated, but infact it's not. First a pick random int inRange 1-8 (and color of the walls changes), then waits for 1.5f seconds and i say "b = a" (hexs' transform.position changes).
I've checked the a and b integers but the values are right.
What I want: first change the color of the walls randomly. Then wait 1.5f seconds and transform the objects according to walls' color. And loop this cycle.
Problem is: Color of the walls changes but objects positions never change.