I'm not having trouble of deleting the children of the other statements but this 1 statement is pretty weird.
Here's is my code of deleting the children in NGUI
void DeleteChildrens(Transform t)
{
NGUITools.DestroyChildren(t);
}
Now here is how I'm using it .
[SerializeField] Transform[] pos_big_road = null;
[SerializeField] Transform[] pos_bead_road = null;
[SerializeField] Transform[] pos_big_eye_road = null;
private myFunction(bool success, ...){
if(g-number == 1){
DeleteChildrens(pos_big_road[0]); //--> THIS IS HOW I USE THE DeleteChildrens().
DeleteChildrens(pos_bead_road[0]);
//first statement met successfully
foreach(string previousValue in newChars){
GameObject bigroad = Instantiate(prefab_big_road[0]) as GameObject;
bigroad.transform.SetParent(pos_big_road[0]);
bigroad.transform.localScale = Vector3.one
}
//second statement met successfully
foreach(string previousValue2 in newChars){
GameObject beadroad = Instantiate(prefab_bead_road[0]) as GameObject;
beadroad.transform.SetParent(pos_bead_road[0]);
beadroad.transform.localScale = Vector3.one;
}
}
}
Those 2 foreach()
statement is working properly and the children can be deleted smoothly.
What I am trying to do here is like a refresh
functionality by the way.
And now here is my messed up part that DeleteChildrens()
behaves not like I am expecting to do.
[SerializeField] Transform[] pos_big_road = null;
[SerializeField] Transform[] pos_bead_road = null;
[SerializeField] Transform[] pos_big_eye_road = null;
private myFunction(bool success, ...){
if(g-number == 1){
DeleteChildrens(pos_big_road[0]); //--> THIS IS HOW I USE THE DeleteChildrens().
DeleteChildrens(pos_bead_road[0]);
//first statement met successfully
foreach(string previousValue in newChars){
GameObject bigroad = Instantiate(prefab_big_road[0]) as GameObject;
bigroad.transform.SetParent(pos_big_road[0]);
bigroad.transform.localScale = Vector3.one
}
//second statement met successfully
foreach(string previousValue2 in newChars){
GameObject beadroad = Instantiate(prefab_bead_road[0]) as GameObject;
beadroad.transform.SetParent(pos_bead_road[0]);
beadroad.transform.localScale = Vector3.one;
}
}
//The messed up part
for (int col = 0; col < table.GetLength(0); col++)
{
for (int row = 0; row < table.GetLength(1); row++)
{
//more codes here
}
}
if (redBead)
{
if (isWholeColumnNull)
{
NGUITools.SetActive(p, false);
}
else
{
p = Instantiate(prefab_big_eye_road[0]) as GameObject;
p.transform.SetParent(pos_big_eye_road[0]);
p.transform.localScale = Vector3.one;
p.GetComponent<UISprite>().spriteName = "symble_banker_bigroad-bigeyeroad";
NGUITools.SetActive(p, true);
}
}
if (blueBead)
{
if (isWholeColumnNull)
{
NGUITools.SetActive(p, false);
}
else
{
p = Instantiate(prefab_big_eye_road[0]) as GameObject;
p.transform.SetParent(pos_big_eye_road[0]);
p.transform.localScale = Vector3.one;
p.GetComponent<UISprite>().spriteName = "symble_player_bigroad-bigeyeroad";
NGUITools.SetActive(p, true);
}
}
}
When I am trying to put this code above together with the other
DeleteChildrens(pos_big_road[0]);
DeleteChildrens(pos_bead_road[0]);
DeleteChildrens(pos_big_eye_road[0]);
This
DeleteChildrens(pos_big_eye_road[0]);
Is just deleting the children and never Instantiate again Unlike the the other 2 statement . What could be the problem? Could someone point it out to me :)