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Question by TommyJ · May 14, 2016 at 09:43 AM · c#unity 5classmethod

Method not being called from another script

I honestly have no clue why this is happening, but the method from UIManager class SetSelected() isn't isnt getting called when I call it from the Cast script. I have confirmed that the if statements in Update do pass as true. I know the SetSelected() isn't getting called because the debugging print functions never printed.

UIManager.cs using UnityEngine; using System.Collections;

 public class UIManager : MonoBehaviour {
 
     public Transform[] spellBoxes;
     public Sprite fireballSelected;
     public Sprite iceballSelected;
 
     public void SetSelected(int x)
     {
         switch(x)
         {
         case (0) :
             spellBoxes[x].GetComponent<SpriteRenderer>().sprite = fireballSelected;
             break;
         case (1) :
             spellBoxes[x].GetComponent<SpriteRenderer>().sprite = iceballSelected;
             break;
         default :
             break;
         }
     }
 }
 

Cast.cs

 using UnityEngine;
 using System.Collections;
 
 public class Cast : MonoBehaviour {
     public float fireRate = 0;
     public int damage = 10;
     public Transform Fireball;
     public Transform Iceball;
     static public Transform selection;
     private UnitySampleAssets._2D.PlatformerCharacter2D character;
     private UIManager selectedBox;
 
     float timeToFire = 0;

     void Update () 
     {
 
         if(Input.GetKeyDown(KeyCode.Alpha1))
         {
             selection = Fireball;
             selectedBox.SetSelected(0);

         }
 
         if(Input.GetKeyDown(KeyCode.Alpha2))
         {
             selection = Iceball;
             selectedBox.SetSelected(1);
         }
         }
 }

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avatar image phxvyper · May 14, 2016 at 10:02 AM 0
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Try selectedBox.Send$$anonymous$$essage("SetSelected", 0);

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Answer by habsi70 · May 14, 2016 at 11:18 AM

It looks as if your selectedBox is null. There are multiple ways to connect objects. One easy way would be to add a public Transform which stores the Object holding your UIManager.cs Script. To call SetSelected you have to get the script component. It could look something like this:

 using UnityEngine;
  using System.Collections;
  
  public class Cast : MonoBehaviour {
      public float fireRate = 0;
      public int damage = 10;
      public Transform Fireball;
      public Transform Iceball;
      static public Transform selection;
      private UnitySampleAssets._2D.PlatformerCharacter2D character;
      public Transform managerObject;  // the owner of your UIManager Script
      private UIManager selectedBox;
  
      float timeToFire = 0;
 
      void Start() {
            // you have to get the Script to be able to call its functions
           selectedBox = managerObject.GetComponent<UIManager>();
      }
      void Update () 
      {
  
          if(Input.GetKeyDown(KeyCode.Alpha1))
          {
              selection = Fireball;
              selectedBox.SetSelected(0);
          }
  
          if(Input.GetKeyDown(KeyCode.Alpha2))
          {
              selection = Iceball;
              selectedBox.SetSelected(1);
          }
          }
  }

In the Inspector you have to connect your UIManager Object to managerObject.

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avatar image TommyJ · May 14, 2016 at 01:40 PM 0
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Thank you so much!

avatar image habsi70 TommyJ · May 14, 2016 at 01:45 PM 0
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I am glad to be of help :)

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