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Question by artosking · Dec 11, 2015 at 01:12 PM · c#instantiateprefabs

Instantiation of my GameObjects spell (from other script)

Hi guys! This is my first post here:)

I'm making an rpg game, where you play with a Mage.

So - I have 2 scripts for this. "Shot" and "SpellChanger"

The Shot script (the variables are in Polish, so sry;) ):

 public class Strzal : MonoBehaviour {
     
     
         public float czekaj = 10f; // "wait"
         public float odliczanieDoStrzalu = 0f; // "countingToShot"
         public Transform ShotSpawn;
         public float obrazenia = 50.0f; //"damage"
     
         void Start () {
     
         }
     
         void Update () {
             if (odliczanieDoStrzalu <czekaj) {
                 odliczanieDoStrzalu += Time.deltaTime;
             }
     
             if(Input.GetMouseButton(0) && odliczanieDoStrzalu >= czekaj){
                 odliczanieDoStrzalu = 0;
     
                 SpellChanger projectile = GetComponent<SpellChanger>(); // ***< this is after some "delete", so it looks like it looks (and i know this is completly wrong***
     
                  Instantiate(projectile, ShotSpawn.position, transform.rotation);
             }
         }
     
         void OnTriggerExit(Collider other)
         {
             Destroy (GameObject.FindWithTag("Spell"));
         }
     }

And here's a SpellChanger

 using UnityEngine;
 using System.Collections;
 
 public class SpellChanger : MonoBehaviour {
     
     public GameObject[] Spell;
     
     // Update is called once per frame
     void Update () {
     
         if(Input.GetKeyDown(KeyCode.Q))
             {
                 SwitchSpellPlease();
             WhichSpell ();
             }
     }
         
 
     void WhichSpell()
     {
         if (Spell [0].activeSelf) {
             Debug.Log ("Czar 1");
         }
         if (Spell [1].activeSelf) {
             Debug.Log ("Czar 2");
         }
         if (Spell [2].activeSelf) {
             Debug.Log ("Czar 3");
         }
     }
 
     void SwitchSpellPlease()
     {
         if (Spell [0].activeSelf) {
             Spell[0].SetActive (false);
             Spell[1].SetActive (true);
             Spell[2].SetActive (false);
         }
         else if (Spell [1].activeSelf) {
             Spell[0].SetActive (false);
             Spell[1].SetActive (false);
             Spell[2].SetActive (true);
         }
         else if (Spell [2].activeSelf) {
             Spell[0].SetActive (true);
             Spell[1].SetActive (false);
             Spell[2].SetActive (false);
         }
 
     }            
 }

The Debug.Log in SpellChanger works, so in Console, after pressing Q key, i see that spells are changing. But after fireing them, my Mage character is Instantiated not the Spell prefab.

Help! :)

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