Unity C# Print Strings Randomly From The List After They Get Selected The 2019 Stack Overflow...
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Unity C# Print Strings Randomly From The List After They Get Selected
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$begingroup$
I have two lists with 4 strings each. I shuffle them and then I select a string on each list to create a combination of strings from both lists. I want the four combinations (written below) repeated four times (so 16 combinations in total) but each of these combination should be presented in a random order.
Dog
Lion
Dog and car
Lion and car
From this code, I shuffle the strings then I select the first string from each list, I iterate using for loops and then generate 16 combinations. This code can shuffle, select and the prints are totally fine BUT prints the first selected string - 4 times, then the second selected string - 4 times. So everything works fine except that the order isn't random. So if dog is selected from the first list, it will print: dog, dog and car, dog, dog and car, then it will do this for lion (for the next 4 prints). So it will always print 4 times the string that gets selected from the first list. Whereas I want those selection to be random. Any advice would be helpful.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.UI;
using System;
using System.Linq;
public class randomLetters : MonoBehaviour
{
List<string> mylist = new List<string>();
List<string> mylist2 = new List<string>();
string selected;
string selected2;
void Start()
{
mylist.Add("dog");
mylist.Add("lion");
mylist.Add("dog");
mylist.Add("lion");
mylist2.Add("carfordog");
mylist2.Add("carforlion");
mylist2.Add("carfordog");
mylist2.Add("carforlion");
Shuffle(mylist);
Shuffle(mylist2);
StartCoroutine(Wait());
}
IEnumerator Wait()
{
for (int i = 0; i < 4; i++)
{
selected = mylist[i];
for (int j = 0; j < 4; j++)
{
selected2 = mylist2[j];
if (selected == "dog" && selected2 == "carfordog")
{
Debug.Log("Dog and Car");
}
else if (selected == "dog" && selected2 == "carforlion")
{
Debug.Log("Dog ");
}
else if (selected == "lion" && selected2 == "carforlion")
{
Debug.Log("Lion and Car ");
}
else if (selected == "lion" && selected2 == "carfordog")
{
Debug.Log("Lion");
}
yield return new WaitForSeconds(1);
}
yield return new WaitForSeconds(1);
}
}
void Shuffle(List<string> lists)
{
for (int j = lists.Count - 1; j > 0; j--)
{
int rnd = UnityEngine.Random.Range(0, j + 1);
string temp = lists[j];
lists[j] = lists[rnd];
lists[rnd] = temp;
}
}
}
c# random unity3d
New contributor
$endgroup$
add a comment |
$begingroup$
I have two lists with 4 strings each. I shuffle them and then I select a string on each list to create a combination of strings from both lists. I want the four combinations (written below) repeated four times (so 16 combinations in total) but each of these combination should be presented in a random order.
Dog
Lion
Dog and car
Lion and car
From this code, I shuffle the strings then I select the first string from each list, I iterate using for loops and then generate 16 combinations. This code can shuffle, select and the prints are totally fine BUT prints the first selected string - 4 times, then the second selected string - 4 times. So everything works fine except that the order isn't random. So if dog is selected from the first list, it will print: dog, dog and car, dog, dog and car, then it will do this for lion (for the next 4 prints). So it will always print 4 times the string that gets selected from the first list. Whereas I want those selection to be random. Any advice would be helpful.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.UI;
using System;
using System.Linq;
public class randomLetters : MonoBehaviour
{
List<string> mylist = new List<string>();
List<string> mylist2 = new List<string>();
string selected;
string selected2;
void Start()
{
mylist.Add("dog");
mylist.Add("lion");
mylist.Add("dog");
mylist.Add("lion");
mylist2.Add("carfordog");
mylist2.Add("carforlion");
mylist2.Add("carfordog");
mylist2.Add("carforlion");
Shuffle(mylist);
Shuffle(mylist2);
StartCoroutine(Wait());
}
IEnumerator Wait()
{
for (int i = 0; i < 4; i++)
{
selected = mylist[i];
for (int j = 0; j < 4; j++)
{
selected2 = mylist2[j];
if (selected == "dog" && selected2 == "carfordog")
{
Debug.Log("Dog and Car");
}
else if (selected == "dog" && selected2 == "carforlion")
{
Debug.Log("Dog ");
}
else if (selected == "lion" && selected2 == "carforlion")
{
Debug.Log("Lion and Car ");
}
else if (selected == "lion" && selected2 == "carfordog")
{
Debug.Log("Lion");
}
yield return new WaitForSeconds(1);
}
yield return new WaitForSeconds(1);
}
}
void Shuffle(List<string> lists)
{
for (int j = lists.Count - 1; j > 0; j--)
{
int rnd = UnityEngine.Random.Range(0, j + 1);
string temp = lists[j];
lists[j] = lists[rnd];
lists[rnd] = temp;
}
}
}
c# random unity3d
New contributor
$endgroup$
add a comment |
$begingroup$
I have two lists with 4 strings each. I shuffle them and then I select a string on each list to create a combination of strings from both lists. I want the four combinations (written below) repeated four times (so 16 combinations in total) but each of these combination should be presented in a random order.
Dog
Lion
Dog and car
Lion and car
From this code, I shuffle the strings then I select the first string from each list, I iterate using for loops and then generate 16 combinations. This code can shuffle, select and the prints are totally fine BUT prints the first selected string - 4 times, then the second selected string - 4 times. So everything works fine except that the order isn't random. So if dog is selected from the first list, it will print: dog, dog and car, dog, dog and car, then it will do this for lion (for the next 4 prints). So it will always print 4 times the string that gets selected from the first list. Whereas I want those selection to be random. Any advice would be helpful.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.UI;
using System;
using System.Linq;
public class randomLetters : MonoBehaviour
{
List<string> mylist = new List<string>();
List<string> mylist2 = new List<string>();
string selected;
string selected2;
void Start()
{
mylist.Add("dog");
mylist.Add("lion");
mylist.Add("dog");
mylist.Add("lion");
mylist2.Add("carfordog");
mylist2.Add("carforlion");
mylist2.Add("carfordog");
mylist2.Add("carforlion");
Shuffle(mylist);
Shuffle(mylist2);
StartCoroutine(Wait());
}
IEnumerator Wait()
{
for (int i = 0; i < 4; i++)
{
selected = mylist[i];
for (int j = 0; j < 4; j++)
{
selected2 = mylist2[j];
if (selected == "dog" && selected2 == "carfordog")
{
Debug.Log("Dog and Car");
}
else if (selected == "dog" && selected2 == "carforlion")
{
Debug.Log("Dog ");
}
else if (selected == "lion" && selected2 == "carforlion")
{
Debug.Log("Lion and Car ");
}
else if (selected == "lion" && selected2 == "carfordog")
{
Debug.Log("Lion");
}
yield return new WaitForSeconds(1);
}
yield return new WaitForSeconds(1);
}
}
void Shuffle(List<string> lists)
{
for (int j = lists.Count - 1; j > 0; j--)
{
int rnd = UnityEngine.Random.Range(0, j + 1);
string temp = lists[j];
lists[j] = lists[rnd];
lists[rnd] = temp;
}
}
}
c# random unity3d
New contributor
$endgroup$
I have two lists with 4 strings each. I shuffle them and then I select a string on each list to create a combination of strings from both lists. I want the four combinations (written below) repeated four times (so 16 combinations in total) but each of these combination should be presented in a random order.
Dog
Lion
Dog and car
Lion and car
From this code, I shuffle the strings then I select the first string from each list, I iterate using for loops and then generate 16 combinations. This code can shuffle, select and the prints are totally fine BUT prints the first selected string - 4 times, then the second selected string - 4 times. So everything works fine except that the order isn't random. So if dog is selected from the first list, it will print: dog, dog and car, dog, dog and car, then it will do this for lion (for the next 4 prints). So it will always print 4 times the string that gets selected from the first list. Whereas I want those selection to be random. Any advice would be helpful.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using UnityEngine.UI;
using System;
using System.Linq;
public class randomLetters : MonoBehaviour
{
List<string> mylist = new List<string>();
List<string> mylist2 = new List<string>();
string selected;
string selected2;
void Start()
{
mylist.Add("dog");
mylist.Add("lion");
mylist.Add("dog");
mylist.Add("lion");
mylist2.Add("carfordog");
mylist2.Add("carforlion");
mylist2.Add("carfordog");
mylist2.Add("carforlion");
Shuffle(mylist);
Shuffle(mylist2);
StartCoroutine(Wait());
}
IEnumerator Wait()
{
for (int i = 0; i < 4; i++)
{
selected = mylist[i];
for (int j = 0; j < 4; j++)
{
selected2 = mylist2[j];
if (selected == "dog" && selected2 == "carfordog")
{
Debug.Log("Dog and Car");
}
else if (selected == "dog" && selected2 == "carforlion")
{
Debug.Log("Dog ");
}
else if (selected == "lion" && selected2 == "carforlion")
{
Debug.Log("Lion and Car ");
}
else if (selected == "lion" && selected2 == "carfordog")
{
Debug.Log("Lion");
}
yield return new WaitForSeconds(1);
}
yield return new WaitForSeconds(1);
}
}
void Shuffle(List<string> lists)
{
for (int j = lists.Count - 1; j > 0; j--)
{
int rnd = UnityEngine.Random.Range(0, j + 1);
string temp = lists[j];
lists[j] = lists[rnd];
lists[rnd] = temp;
}
}
}
c# random unity3d
c# random unity3d
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asked 3 mins ago
FK22FK22
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FK22 is a new contributor. Be nice, and check out our Code of Conduct.
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