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Question by FelixTheWolfrick · Jan 26, 2020 at 10:40 PM · scripting problemmovementgrid based gamerandomspawningrandomization

,Script only working for one objects and not the others

I'm trying to make a board game for my game prod class. We only have 2 weeks to put a prototype together but I'm having an issue with my NPCs and getting them to all move randomly at the end of each turn. Currently there are 11 NPCs and they all have the same script attached. They all move to their start positions but then only one of them moves each time. Considering I don't have much time I might just make 11 versions of the script but I also know there's a fix to the issue. (Also the boundaries system is a bit iffy but that's not a main concern rn I can fix it later)

using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class NPCManager : MonoBehaviour
 {
     //Variables
     //Movement
     public float startX;
     public float startY;
     private int dice; //Random Generated Number 1-4 to decide what direction they'll move in
     private float move = 1.37f;
     private float minY = -6.79f; //Down
     private float maxY = 6.91f; //Up
     private float minX = -9.63f; //Left
     private float maxX = 9.54f; //Right
     //Turn System
     public static bool npcTurn = false;
     private int turnChoice; //Random Generated Number 1-10 to decide who goes next
 
     // Start is called before the first frame update
     void Start()
     {
         //Place NPC
         transform.position = new Vector2(startX, startY);
 
         Debug.Log("NPC Start: " + gameObject.name);
     }
 
     //Randomly Move NPCs
     private void MoveNPC()
     {
         if (npcTurn == true)
         {
             dice = Random.Range(1, 4);
             switch (dice)
             {
                 //Left
                 case 1:
                     if (startY > minY || startY == minY)
                     {
                         startY += move;
                         transform.position = new Vector2(startX, startY);
                         npcTurn = false;
                         turnChoice = Random.Range(1, 10);
                         Debug.Log("Turn Choice #" + turnChoice);
                         if (turnChoice < 5)
                         {
                             BlueCultist.blueTurn = true;
                             Debug.Log("Blues Turn After NPC");
                         }
                         else
                         {
                             OrangeCultist.orangeTurn = true;
                             Debug.Log("Oranges Turn After NPC");
                         }
                     }
                     else
                     {
                         startY -= move;
                         transform.position = new Vector2(startX, startY);
                         npcTurn = false;
                         turnChoice = Random.Range(1, 10);
                         Debug.Log("Turn Choice #" + turnChoice);
                         if (turnChoice < 5)
                         {
                             BlueCultist.blueTurn = true;
                             Debug.Log("Blues Turn After NPC");
                         }
                         else
                         {
                             OrangeCultist.orangeTurn = true;
                             Debug.Log("Oranges Turn After NPC");
                         }
                     }
                     break;
                 //Up
                 case 2:
                     if (startX < maxX || startX == maxX)
                     {
                         startX -= move;
                         transform.position = new Vector2(startX, startY);
                         npcTurn = false;
                         turnChoice = Random.Range(1, 10);
                         Debug.Log("Turn Choice #" + turnChoice);
                         if (turnChoice < 5)
                         {
                             BlueCultist.blueTurn = true;
                             Debug.Log("Blues Turn After NPC");
                         }
                         else
                         {
                             OrangeCultist.orangeTurn = true;
                             Debug.Log("Oranges Turn After NPC");
                         }
                     }
                     else
                     {
                         startX += move;
                         transform.position = new Vector2(startX, startY);
                         npcTurn = false;
                         turnChoice = Random.Range(1, 10);
                         Debug.Log("Turn Choice #" + turnChoice);
                         if (turnChoice < 5)
                         {
                             BlueCultist.blueTurn = true;
                             Debug.Log("Blues Turn After NPC");
                         }
                         else
                         {
                             OrangeCultist.orangeTurn = true;
                             Debug.Log("Oranges Turn After NPC");
                         }
                     }
                     break;
                 //Right
                 case 3:
                     if (startY < maxY || startY == maxY)
                     {
                         startY -= move;
                         transform.position = new Vector2(startX, startY);
                         npcTurn = false;
                         turnChoice = Random.Range(1, 10);
                         Debug.Log("Turn Choice #" + turnChoice);
                         if (turnChoice < 5)
                         {
                             BlueCultist.blueTurn = true;
                             Debug.Log("Blues Turn After NPC");
                         }
                         else
                         {
                             OrangeCultist.orangeTurn = true;
                             Debug.Log("Oranges Turn After NPC");
                         }
                     }
                     else
                     {
                         startY += move;
                         transform.position = new Vector2(startX, startY);
                         npcTurn = false;
                         turnChoice = Random.Range(1, 10);
                         Debug.Log("Turn Choice #" + turnChoice);
                         if (turnChoice < 5)
                         {
                             BlueCultist.blueTurn = true;
                             Debug.Log("Blues Turn After NPC");
                         }
                         else
                         {
                             OrangeCultist.orangeTurn = true;
                             Debug.Log("Oranges Turn After NPC");
                         }
                     }
                     break;
                 //Down
                 case 4:
                     if (startX > minX || startX == minX)
                     {
                         startX += move;
                         transform.position = new Vector2(startX, startY);
                         npcTurn = false;
                         turnChoice = Random.Range(1, 10);
                         Debug.Log("Turn Choice #" + turnChoice);
                         if (turnChoice < 5)
                         {
                             BlueCultist.blueTurn = true;
                             Debug.Log("Blues Turn After NPC");
                         }
                         else
                         {
                             OrangeCultist.orangeTurn = true;
                             Debug.Log("Oranges Turn After NPC");
                         }
                     }
                     else
                     {
                         startX -= move;
                         transform.position = new Vector2(startX, startY);
                         npcTurn = false;
                         turnChoice = Random.Range(1, 10);
                         Debug.Log("Turn Choice #" + turnChoice);
                         if (turnChoice < 5)
                         {
                             BlueCultist.blueTurn = true;
                             Debug.Log("Blues Turn After NPC");
                         }
                         else
                         {
                             OrangeCultist.orangeTurn = true;
                             Debug.Log("Oranges Turn After NPC");
                         }
                     }
                     break;
             }
         }
     }
 
     // Update is called once per frame
     void Update()
     {
         MoveNPC();
     }
 }
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Answer by Krixion · Jan 26, 2020 at 11:08 PM

It's because you are using a static bool for the NPC turn. Static variables are a global definition so changing it to true on one NPC will change it to true on all of your NPC objects.

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