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Question by comixian · Nov 13, 2022 at 07:24 PM · list

Light up object in a list using Bloom for puzzle game

Hello all,

First off, I realize I am not a good programmer but I want to learn to do t$$anonymous$$ngs the right way. And right now I don't t$$anonymous$$nk I am doing them the right way.

Basically, I am creating my own Simon Says style game but using physical objects that the user clicks on, instead of just clicking on colors.

In t$$anonymous$$s basic GameManager, I am simply trying to get the computer to randomly light up one object. Then the next step would be to input a response. And so forth after that.

Currently, t$$anonymous$$s is the code I have. It's probably very broken and needs a few changes. The effect I'm using to light up the objects is called Bloom, w$$anonymous$$ch was a very interesting process in itself to set up.

There are only 3 3D cubes in the game thus far and I want t$$anonymous$$s code to simply light one up at random. Once I can figure out that part, I can figure out how to get input from the player. Please help! Thanks!

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

public class GameManager : MonoBehaviour { public List cubes; [SerializeField] private Material cubeMaterial; [SerializeField] private Renderer cubeRenderer; // Start is called before the first frame update void Start() { //cube List cubes = new List();

     //cube Material
     cubeMaterial = cubeRenderer.GetComponent<Renderer>().material;
     
     StartCoroutine(PlayGame());
 }

 // Update is called once per frame
 void Update()
 {
     
 }

 IEnumerator PlayGame()
 {
     //wait 1 second before randomly lighting up one cube
     yield return new WaitForSeconds(1f);

     //create the random range of cubes to choose from to light up
     int index = Random.Range(0, cubes.Count);

     //choose a random cube and light it up
     cubes[index].GetComponent<Renderer>().material = cubeMaterial;
     cubeMaterial.EnableKeyword("_EMISSION");
     
 }

}

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