private void ShowCrazyTexts() { PlayerScript p1, p2, p3, p4; p1 = GameObject.FindGameObjectWithTag("Player1").GetComponent <PlayerScript>(); p2 = GameObject.FindGameObjectWithTag("Player2").GetComponent <PlayerScript>(); p3 = GameObject.FindGameObjectWithTag("Player3").GetComponent <PlayerScript>(); p4 = GameObject.FindGameObjectWithTag("Player4").GetComponent <PlayerScript>(); PlayerScript[] players = new PlayerScript[] { p1, p2, p3, p4 }; var mostMove = players.Aggregate((i1, i2) => i1.DistanceMoved > i2.DistanceMoved ? i1 : i2); var leastMove = players.Aggregate((i1, i2) => i1.DistanceMoved < i2.DistanceMoved ? i1 : i2); var mostPoints = players.Aggregate((i1, i2) => i1.Points > i2.Points ? i1 : i2); var leastPoints = players.Aggregate((i1, i2) => i1.Points < i2.Points ? i1 : i2); var mostDeaths = players.Aggregate((i1, i2) => i1.PlayerDeaths > i2.PlayerDeaths ? i1 : i2); var leastDeaths = players.Aggregate((i1, i2) => i1.PlayerDeaths < i2.PlayerDeaths ? i1 : i2); var mostCollisions = players.Aggregate((i1, i2) => i1.NumberOfBounces > i2.NumberOfBounces ? i1 : i2); var leastCollisions = players.Aggregate((i1, i2) => i1.NumberOfBounces < i2.NumberOfBounces ? i1 : i2); GameObject playerWin = null; switch (mostPoints.playerId) { case 1: playerWin = Player1Text; break; case 2: playerWin = Player2Text; break; case 3: playerWin = Player3Text; break; case 4: playerWin = Player4Text; break; } GameObject playerCollision = null; switch (mostCollisions.playerId) { case 1: playerCollision = Player1Text; break; case 2: playerCollision = Player2Text; break; case 3: playerCollision = Player3Text; break; case 4: playerCollision = Player4Text; break; } GameObject playerLeastMove = null; switch (leastMove.playerId) { case 1: playerLeastMove = Player1Text; break; case 2: playerLeastMove = Player2Text; break; case 3: playerLeastMove = Player3Text; break; case 4: playerLeastMove = Player4Text; break; } GameObject playerTerrible = null; switch (leastPoints.playerId) { case 1: playerTerrible = Player1Text; break; case 2: playerTerrible = Player2Text; break; case 3: playerTerrible = Player3Text; break; case 4: playerTerrible = Player4Text; break; } var go = Instantiate(TextPositions) as GameObject; var winPos = GameObject.Find("WinPlayerPos").transform.position; winPos = new Vector3(winPos.x, winPos.y, 20); Instantiate(playerWin, winPos, Quaternion.identity); var collPos = GameObject.Find("MariachiPlayerPos").transform.position; collPos = new Vector3(collPos.x, collPos.y, 20); Instantiate(playerCollision, collPos, Quaternion.identity); var movePos = GameObject.Find("SiestaPlayerPos").transform.position; movePos = new Vector3(movePos.x, movePos.y, 20); Instantiate(playerLeastMove, movePos, Quaternion.identity); var terriblePos = GameObject.Find("TerriblePlayerPos").transform.position; terriblePos = new Vector3(terriblePos.x, terriblePos.y, 20); Instantiate(playerTerrible, terriblePos, Quaternion.identity); // Instantiate(playerWin); }