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My unity STOPS RESPONDING when this function is activated

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So whenever I click play everything is fine however when I do something that calls this function: void SwapCards() { string Temp = "tmp"; for (int i = 0; i < isSelected.Count; i++) { for (int j = i + 1; i < isSelected.Count; j++) { if (isSelected[i] == true && isSelected[j] == true) { Temp = Peçass[i]; Peçass[i] = Peçass[j]; Peçass[j] = Temp; } } } howManySelected = 0; } the Unity engine stops responding. I've tried to comment this function out and the engine keeps running fine so this one is definitely the problem. **What can I do to fix this?** Here's all the code where this function is involved for better context: private void Update() { TimeStep = FindObjectOfType().timeStep; if (Input.GetKeyDown(KeyCode.P)) { canMove = !canMove; } if (canMove) { if (!isRunning) { StartCoroutine(AplicarMovimento()); } }else { StopCoroutine(AplicarMovimento()); isRunning = false; } if (howManySelected == 2) { SwapCards(); } AbrirHotbar(); FillImages(); } public void OnPointerClick(PointerEventData eventData) //Deteta os "clicks" no UI { for (int i = 0; i < Peçass.Count; i++) { Transform carta = Hotbar.transform.GetChild(i); if (carta == eventData.pointerCurrentRaycast.gameObject.transform) { isSelected[i] = true; //A carta onde deu click fica "selecionada" howManySelected++; } } } void SwapCards() { string Temp = "tmp"; for (int i = 0; i < isSelected.Count; i++) { for (int j = i + 1; i < isSelected.Count; j++) { if (isSelected[i] == true && isSelected[j] == true) { Temp = Peçass[i]; Peçass[i] = Peçass[j]; Peçass[j] = Temp; } } } howManySelected = 0; } **The Unity version I'm using is 2020.2.2f1** Thank you!

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