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Question by oxysplatter · Sep 02, 2019 at 08:10 PM · unity 53d

A little help with instantiating prefabs with reference to SO attached

Ill try to be as clear as possible on whats going on. I'm hoping its something simple.

So I'm trying to get the stats from attached asset created from an SO(Item).

I want to change the player stats(PlayerStats) depending on the weapon stats(itemStats).

In order to not have the stats updated if the item is, for example, on the ground, I want to find out if its parent is the right hand(or whatever) before applying the stats.

however, when i pick it up, it essentially is destroyed from the scene and instantiated in the hand, but it seems to no longer be this same object, even though both are from the same prefab.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 public class Weapon : MonoBehaviour
 {
 public Item itemStats;
 private PlayerStats _playerStats;
 private Animator _anim;
 private GameObject _player;
 private void Start()
 {
        _playerStats = GameObject.FindWithTag("Player").GetComponent<PlayerStats>();
        _anim = GameObject.FindWithTag("RightHand").GetComponent<Animator>();
        _player = GameObject.FindWithTag("Player").GetComponent<GameObject>();
 
 }
 
 void Update()
 {
       print("root is" + transform.root);//printing root to console to see whats going on
 
       if (transform.root == _player)//checking if root is player,
       {
         SetPlayerStats();
          print("in right hand");
       }
 }


 void SetPlayerStats()
 {
     _playerStats.attackPower += itemStats.itemAp;
     _playerStats.attackRange += itemStats.itemAttackRange;
     _playerStats.defense += itemStats.itemDef;
     _playerStats.healthPoints += itemStats.itemHp;
     _playerStats.spellPower += itemStats.itemSp;
     _anim.speed = itemStats.itemAttackSpeed / 2;
 }

 private void OnTriggerEnter(Collider other)
  {
     if (other.tag == "Enemy")//this works even after instantiating in my hand
      {
      print("you done " + _playerStats.attackPower + " damage");
      }
  }
 }
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