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This question was closed Aug 30, 2017 at 07:13 PM by Lemoln for the following reason:

The question is answered, right answer was accepted

avatar image
0
Question by Lemoln · Aug 30, 2017 at 04:56 PM · c#instantiateparameters

Script recieves previous given parameters when instantiating. Why?

I am trying to make a working buff system for my project. The system is based on the Pickup script and the Buff script, which is assigned to a BuffEffect GameObject. The logic of the Pickup script is that it instanciates the BuffEffect, gets component and gives the item's parameters (type, time of effect, value of effect), stored in the pickup script, to the BuffEffect. The BuffEffect checks the type by using if statements and makes required actions on the player accordingly. The Debug.Log rows in both scripts makes the Pickup script tell the parameters sent, and the Buff script name the parameters applied to the player. The pickup script works fine, sending the correct parameters. The problem is... After picking up the first item, the Buff script recieves a certain (not told to him) item, and every next pickup it recieves the PREVIOUS item parameters!

Here are the scripts:

 public class Buff : MonoBehaviour {
 
     [HideInInspector] public float value;
     [HideInInspector] public float time;
 
     private float timePassed;
 
     private bool buffed;
 
     [HideInInspector] public int type; 
 
    
     void Start ()
         {
         buffed = false;
         }
 
     void Update()
     {
         if (!buffed)
         {
             buffed = true;
             if (type == 1)
             {
                 // effect
                 Debug.Log("1 buff");
             }
             if (type == 2)
             {
                 // effect
                 Debug.Log("2 buff");
             }
             if (type == 3)
             {
                 // effect
                 Debug.Log("3 buff");
             }
         }
 
         Debug.Log("Recieved parameters: " + player.name + " " + type + " " + time + " " + value);
     }
  }

And the Pickup part:

 void OnCollisionEnter(Collision collision)
     {
         if(collision.gameObject.tag == "Player")
         {
             Instantiate(buffObject);
             buffObject.GetComponent<Buff>().type = buffType; Debug.Log("Type: " + buffType);
             buffObject.GetComponent<Buff>().time = buffTime; Debug.Log("Time: " + buffTime);
             buffObject.GetComponent<Buff>().value = buffValue; Debug.Log("Value: " + buffValue);
             buffObject.GetComponent<Buff>().player = collision.gameObject; Debug.Log("Player: " + collision.gameObject.name);
             Destroy(this.gameObject);
         }
     }

I have no idea what's the problem. Help please!

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Best Answer

Answer by BaldBeardedMonk · Aug 30, 2017 at 05:17 PM

Instantiate the prefab as gameobject.

 GameObject G = Instantiate(buffObject) as GameObject;
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avatar image Lemoln · Aug 30, 2017 at 07:13 PM 0
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Thank you very much! It worked!

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