Reputation: 195
I've searched around and I just can't get this to work. I think I just don't know the proper syntax, or just doesn't quite grasp the context.
I have a BombDrop script that holds a public int. I got this to work with public static, but Someone said that that is a really bad programming habit and that I should learn encapsulation. Here is what I wrote:
BombDrop script:
<!-- language: c# -->
public class BombDrop : MonoBehaviour {
public GameObject BombPrefab;
//Bombs that the player can drop
public int maxBombs = 1;
// Update is called once per frame
void Update () {
if (Input.GetKeyDown(KeyCode.Space)){
if(maxBombs > 0){
DropBomb();
//telling in console current bombs
Debug.Log("maxBombs = " + maxBombs);
}
}
}
void DropBomb(){
// remove one bomb from the current maxBombs
maxBombs -= 1;
// spawn bomb prefab
Vector2 pos = transform.position;
pos.x = Mathf.Round(pos.x);
pos.y = Mathf.Round(pos.y);
Instantiate(BombPrefab, pos, Quaternion.identity);
}
}
So I want the Bomb script that's attached to the prefabgameobject Bombprefab to access the maxBombs integer in BombDrop, so that when the bomb is destroyed it adds + one to maxBombs in BombDrop.
And this is the Bomb script that needs the reference.
public class Bomb : MonoBehaviour {
// Time after which the bomb explodes
float time = 3.0f;
// Explosion Prefab
public GameObject explosion;
BoxCollider2D collider;
private BombDrop BombDropScript;
void Awake (){
BombDropScript = GetComponent<BombDrop> ();
}
void Start () {
collider = gameObject.GetComponent<BoxCollider2D> ();
// Call the Explode function after a few seconds
Invoke("Explode", time);
}
void OnTriggerExit2D(Collider2D other){
collider.isTrigger = false;
}
void Explode() {
// Remove Bomb from game
Destroy(gameObject);
// When bomb is destroyed add 1 to the max
// number of bombs you can drop simultaneously .
BombDropScript.maxBombs += 1;
// Spawn Explosion
Instantiate(explosion,
transform.position,
Quaternion.identity);
In the documentation it says that it should be something like
BombDropScript = otherGameObject.GetComponent<BombDrop>();
But that doesn't work. Maybe I just don't understand the syntax here. Is it suppose to say otherGameObject? Cause that doesn't do anything. I still get the error : "Object reference not set do an instance of an object" on my BombDropScript.maxBombs down in the explode()
Upvotes: 18
Views: 93355
Reputation: 155
Can Use this :
entBombDropScript.maxBombs += 1;
Before :
Destroy(gameObject);
I just want to say that you can increase the maxBombs
value before Destroying
the game object. it is necessary because, if you destroy game object first and then increases the value so at that time the reference of your script BombDropScript
will be gone and you can not modify the value's in it.
Upvotes: 0
Reputation: 7824
You need to find the GameObject that contains the script Component that you plan to get a reference to. Make sure the GameObject is already in the scene, or Find
will return null
.
GameObject g = GameObject.Find("GameObject Name");
Then you can grab the script:
BombDrop bScript = g.GetComponent<BombDrop>();
Then you can access the variables and functions of the Script.
bScript.foo();
I just realized that I answered a very similar question the other day, check here: Don't know how to get enemy's health
I'll expand a bit on your question since I already answered it.
What your code is doing is saying "Look within my GameObject for a BombDropScript
, most of the time the script won't be attached to the same GameObject.
Also use a setter and getter for maxBombs
.
public class BombDrop : MonoBehaviour
{
public void setMaxBombs(int amount)
{
maxBombs += amount;
}
public int getMaxBombs()
{
return maxBombs;
}
}
Upvotes: 29
Reputation: 3059
use it in start instead of awake and dont use Destroy(gameObject);
you are destroying your game Object then you want something from it
void Start () {
BombDropScript =gameObject.GetComponent<BombDrop> ();
collider = gameObject.GetComponent<BoxCollider2D> ();
// Call the Explode function after a few seconds
Invoke("Explode", time);
}
void Explode() {
//..
//..
//at last
Destroy(gameObject);
}
if you want to access a script in another gameObject you should assign the game object via inspector and access it like that
public gameObject another;
void Start () {
BombDropScript =another.GetComponent<BombDrop> ();
}
Upvotes: 2