Reputation: 57
How would I delete an enemy on the enemyprefab
but not the enemanim
animator?
#pragma strict
var enemy : GameObject;
var speed : float = 1.0;
var enemanim : Animator;
function Start() {
this.transform.position.x = 8.325;
this.transform.position.y = -1.3;
enemanim = this.GetComponent(Animator);
enemanim.SetFloat("isdead", 0);
}
function OnCollisionEnter2D(coll: Collision2D) {
if (coll.gameObject.CompareTag("distroy")) {
Destroy(this.gameObject);
}
}
function enemstruck() {
enemanim.SetFloat("isdead", 1);
}
function FixedUpdate() {
this.transform.Translate(Vector3(Input.GetAxis("Horizontal") * speed * Time.deltaTime, 0, 0));
this.rigidbody2D.velocity = Vector2(-5, 0);
}
This is my enemy prefab code i am instantiating it in my main
These 2 var:
var enemytrans : Transform;
var enemy : GameObject;
function Start () {
while (true) {
yield WaitForSeconds (Random.Range(3, 0));
enemy = Instantiate(enemytrans).gameObject;
}
Upvotes: 1
Views: 123
Reputation: 7824
It is possible to save the Component
and Destroy
the GameObject
. Although I can only think of very few special cases when this would be done with logic (not out of madness).
For example, you might have different enemies, when one dies, its special power transfers over to another enemy via the Component
.
So this is how I would do it, using the example above (code is C#
because UnityScript lacks power):
public void die()
{
Component c = GetComponent<TheType>();
// Send component.
BroadcastMessage("setComponent", c);
// Destroy.
Destroy(gameObject);
}
Then whatever object is listening to setComponent
will handle it:
public void setComponent(Component c)
{
gameObject.AddComponent<c>();
}
I have never done this before, but it came out so awesome that now I am going to add it to one of my games
Upvotes: 0
Reputation: 3615
I think you cannot delete GameObject and save one of its components. Every component needs to be attached to some GameObject and you cannot move them to other GameObjects either.
What you can do is to remove other components from your GameObject and you will get the same result. You can remove a component with following script:
Destroy(gameObject.GetComponent(yourComponent));
Upvotes: 2