Context:
I'm working on a game in Unity and I have a piece of code which you can make destroy an object after it reaches or passes a certain point in the x or y-axes or after a set amount of time. In the script, I have a few safeguards for incorrectly filling out what values of time, x and y coordinates you would like the object to be destroyed at.
Quick Data Dictionary:
killPosX
, float
killPosY
, float
killPosT
, float
killX
, boolean
killY
, boolean
killT
, boolean
Code:
I would like to make my code a little more compact. Here is the original.
if (killPosX != 0) //x position you would like the object to be destroyed at
{
killX = true; //make sure the value is set to true
}
if (killPosY != 0) //y position you would like the object to be destroyed at
{
killY = true; //make sure the value is set to true
}
if (killPosT != 0) //position in time you would like the object to be destroyed at
{
killT = true; //make sure the value is set to true
}
Is there some way in C# to turn this piece of code into something that might look like this:
if ([killPosX, killPosY, killPosT] != 0)
{
[killPosX, killPosY, killPosT] = true;
}
Where the code would check if each value in the array [killPosX, killPosY, killPosT] were not equal to 0 individually (or something which would get the same job done)?
Aucun commentaire:
Enregistrer un commentaire