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Question by ErikReichenbach · Feb 28, 2017 at 06:39 PM · scripting beginnerbeginnerscriptingbasics

Beginner Help: Making a Script Public for GetComponent Call on another script

I am just starting out with Unity and have a question about making a script public. I have the following code:

 using UnityEngine;
 using System.Collections;
 
 public class CoinRandomizer : MonoBehaviour {
 
     public Transform[] spawnlocations;
     public GameObject[] whatToSpawnPrefab;
     public GameObject[] whatToSpawnClone;
 
     void Start()
     {
         makingCoins ();
     }
 
     void makingCoins(){
         whatToSpawnClone [0] = Instantiate (whatToSpawnPrefab [0], spawnlocations [0].transform.position, Quaternion.Euler (0, 0, 0)) as GameObject;
         whatToSpawnClone [0] = Instantiate (whatToSpawnPrefab [0], spawnlocations [0].transform.position, Quaternion.Euler (0, 0, 0)) as GameObject;
         whatToSpawnClone [0] = Instantiate (whatToSpawnPrefab [0], spawnlocations [0].transform.position, Quaternion.Euler (0, 0, 0)) as GameObject;
     }
 }

..I have set up another script dictating when this script should run (the other script runs when your player object makes contact with a coin, so this script runs to generate the next coin, see script in comments), but I need to make "makingCoins" a public variable for the other script to call / access.

Simply adding "public makingCoins" to the top of the code doesn't work. Help!

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avatar image ErikReichenbach · Feb 28, 2017 at 07:03 PM 0
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For reference, here is the player controller script:

 using System.Collections;
 
 public class BallRollControl : $$anonymous$$onoBehaviour {
 
     public float speed;
     public Text countText;
     public Text lossText;
     public GameObject coinSpawn;
 
 
     private Rigidbody rb;
     private int count;
     private CoinRandomizer script;
 
     void Start ()
     {
         rb = GetComponent<Rigidbody>();
         count = 0;
         SetCountText ();
         coinSpawn = GameObject.Find("CoinSpawn");
         script = coinSpawn.GetComponent<CoinRandomizer>();
 
     }
 
     void FixedUpdate ()
     {
         float moveHorizontal = Input.GetAxis ("Horizontal");
         float moveVertical = Input.GetAxis ("Vertical");
 
         Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
 
         rb.AddForce (movement * speed);
     }
 
     void OnTriggerEnter(Collider other) 
     {
         if (other.gameObject.CompareTag ( "Coin Pick Up"))
         {
             other.gameObject.SetActive (false);
             count = count + 1;
             SetCountText ();
             script.makingCoins();
         }
     }
 
     void SetCountText ()
     {
         countText.text = "Coins: " + count.ToString ();
     }
 }

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Answer by Chasbas_80 · Feb 28, 2017 at 07:17 PM

@ErikReichenbach

Hello, I believe that you need to get a reference to your CoinRandomizer class so you can access the makingCoins() function from your other class. The code would look something like this:

  using UnityEngine;
  using System.Collections;
      
      public class OtherClass : MonoBehaviour {
     
          public CoinRandomizer coinRandomizer;
 
   void Start()
     {
           coinRandomizer = FindObjectOfType<CoinRandomizer>(); 
     }
 
         
   

Then, use dot operator to access the function from the CoinRandomizer class:

 coinRandomizer.makingCoins();
 

This should do the trick. Let me know if it works for you and good luck!

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avatar image ErikReichenbach · Feb 28, 2017 at 07:48 PM 0
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Thank you for the reply, but it either is not working or I am not understanding.

Your first parcel of code I added to my Player Controller Script (BallRollControl) Your second parcel of code I added to my Coin Spawn (CoinRandomizer)

Still getting errors, but I will continue to work with it.

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