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Question by Haxxxxx · Apr 07, 2014 at 11:44 PM · 2dgameobjectinstantiateprefabsmenu

Checking if a gameobjects active in your heirarchy.

So I'm aware that you can use the function "GameObject.activeInHeirarchy" to check if the GameObject's active in scene but I don't think I've quite grasped the concept.

I'm building a tower defense game and need to check to see if an instance of the tower menu object has been created before i allow my user to accidentally create another one before finishing with the first one that was instantiated.

     void OnGUI() {
         if (mouseclick) 
         {
             if (menu.activeInHierarchy == false) 
             {
                 if (Event.current.type == EventType.MouseUp) 
                 {
                     Instantiate (menu, transform.position, Quaternion.identity);
                 }
             }    
             else
             {
                 
             }
         }
     }

Picture example below:

My turf areas are colliders which trigger the menu objects instantiating on mouseclick down. What am I missing?

Simplified: I'd like the game to not be able to make another menu if theirs a menu already present. Thankyou! Any help much appreciated.

alt text

untitled.png (364.4 kB)
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Answer by Haxxxxx · Apr 08, 2014 at 02:33 AM

I completely changed my thinking and tried something else, solution down below:

 public GameObject[] checkmenu;
 
     bool mouseclick = false;    
 
     void menuCheck ()
     {
         checkmenu = GameObject.FindGameObjectsWithTag("Menu");
     }
 
     void OnGUI() {
         if (mouseclick) 
         {
             menuCheck();
             if (checkmenu.Length == 0) 
             {
                 //Debug.Log("Array is empty");
                 if (Event.current.type == EventType.MouseUp) 
                 {
                     Instantiate (menu, transform.position, Quaternion.identity);
                 }
             }    
             else if (checkmenu.Length == 1)
             {
                 //Debug.Log("Menu present");
             }
         }
     }
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Answer by MasterChiefLegend · Apr 08, 2014 at 12:41 AM

I would probably approach this differently, managing the state of the game from an explicit variable like isMenuInUse and when a menu item is chosen set it to false (or raise an event that sets it to false as appropriate).

If you must use the activeInHiearchy, I suspect you have an inactive parent gameobject? Try using activeSelf?

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