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Question by biofanir · Feb 01, 2017 at 01:14 AM · movementarraymovedice

HELP ME ! DICE MOVE in ARRAY

i don't know , why can't move . but data dice can show in debug.log

this script player :

 public GameObject[] planes;
 public GameObject player;
 public GameObject booom;
 public int playerPosition = 0;
 private Dice panggildadu;
 public GameObject gambar;
 public GameObject dadu;
 private bool tampilGambar = false;
 private bool tampilDadu = false;
 private int angkadadu;


 
 void Update()
 {
     panggildadu = dadu.GetComponent<Dice> ();
     angkadadu = panggildadu.diceCount;

     if (Input.GetKeyDown(KeyCode.Q))
     {
         tampilDadu = true;
         Debug.Log ("mbrotttt");
         Instantiate(dadu, booom.transform.position, booom.transform.rotation = Random.rotation);

         Debug.Log (angkadadu);

     }

     if (angkadadu == 1) 
     {
         for (angkadadu = 0 + playerPosition; angkadadu < 1 + playerPosition; angkadadu++)
         {
             Debug.Log("crot");
             player.transform.position = planes[angkadadu].transform.position;
         }
         playerPosition += 1;
         Debug.Log(playerPosition);
     }

     if (angkadadu== 2)
     {
         for (angkadadu = 0 + playerPosition; angkadadu < 2 + playerPosition; angkadadu++)
         {
             Debug.Log("crot");
             player.transform.position = planes[angkadadu].transform.position;
         }
         playerPosition += 2;
     }


     if (angkadadu ==3)
     {
         for (angkadadu = 0 + playerPosition;angkadadu < 1 + playerPosition; angkadadu++)
         {
             Debug.Log("crot");
             player.transform.position = planes[angkadadu - 2].transform.position;
         }
         playerPosition += -1;
     }

     //Tampil Gambar pada Plan / array ke 5
     if (player.transform.position == planes[4].transform.position && tampilGambar == false)
     {
         tampilGambar = true;
         Debug.Log("ncrot2");
         Instantiate(gambar, planes[4].transform.GetChild(0).transform.position, planes[4].transform.GetChild(0).transform.rotation);
     }
     
     
 }

}

this script dice :

     public int diceCount;
     public static Dice Instance;
     internal Vector3 initPos;
     Vector3 newPosition;
     
 
 void Start ()
     {
             GetComponent<Rigidbody>().solverIterations = 250;
             Instance = this;
             initPos = transform.position;
             newPosition = transform.position;
             


     }

 void Update()
     {
     
     StartCoroutine ("regularDiceCount");


     }



 void OnEnable()
     {
         initPos = transform.position;
     }

   
 IEnumerator regularDiceCount ()
     {
     if (Vector3.Dot (transform.forward, Vector3.up) > 0.6f) {
         yield return new WaitForSeconds (5.0f);
         diceCount = 5;

         Debug.Log (diceCount);
     }

     if (Vector3.Dot (-transform.forward, Vector3.up) > 0.6f) {    
         yield return new WaitForSeconds (5.0f);
         diceCount = 2;

         Debug.Log (diceCount);

     }
     if (Vector3.Dot (transform.up, Vector3.up) > 0.6f) {
         yield return new WaitForSeconds (5.0f);
         diceCount = 3;
         Debug.Log (diceCount);

     }
     if (Vector3.Dot (-transform.up, Vector3.up) > 0.6f) {
         yield return new WaitForSeconds (5.0f);
         diceCount = 4;
         Debug.Log (diceCount);
     }

     if (Vector3.Dot (transform.right, Vector3.up) > 0.6f) {
         yield return new WaitForSeconds (5.0f);
         diceCount = 6;
         Debug.Log (diceCount);
     }

     if (Vector3.Dot (-transform.right, Vector3.up) > 0.6f) {
         yield return new WaitForSeconds (5.0f);
         diceCount = 1;
         Debug.Log (diceCount);
     }        

     }
     
 }


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