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Question by pauliuso · Sep 21, 2017 at 01:15 PM · c#scripting problem

How to add script to gameObject by script?

Hi there,

I would like to add Script to my MainController gameObject by using script. I have a powerup object which has PowerUp class attached to it, in PowerUp class I want to have a public property where I could assign any script in editor, example (pseudo):

 public Script scriptToAdd;

Then, I want to do something like this once powerup is destroyed:

 public Script scriptToAdd;
 
 void OnDestroy()
 {
 MainController.AddComponen(scriptToAdd);
 }

But there is no Script type, I found out that if I use:

 public Object scriptToAdd;

Then I can drag and drop script to powerup object but I can't assign it to mainController, how could I do that? Many thanks!

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Answer by unit_nick · Sep 21, 2017 at 01:34 PM

 public UnityEngine.Object scriptToAdd;
 
 void OnDestroy()
 {
     MainController.AddComponent(Type.GetType(scriptToAdd.name + ", Assembly-CSharp"));
 }

here's proof that it works if implemented correctly

 /*
  * To see this work just create a new project
  * and attach this script to an empty object.
  * 
  * If you plan to build it you will need to attach
  * it to a 3D object.
  * 
  * You can add scripts to the tile & player by
  * drag & drop in the inspector fields of this script.
  */
 
 using UnityEngine;
 using System;
 
 public class CreateScene : MonoBehaviour {
 
     public UnityEngine.Object _tileScript;
     public UnityEngine.Object _playerScript;
 
     private GameObject _tile;
     private GameObject _player;
 
     private void Start()
     {
         CreateTile();
         CreatePlayer();
     }
     
     private void CreateTile()
     {
         _tile = GameObject.CreatePrimitive(PrimitiveType.Plane);
         _tile.name = "Tile";
         _tile.GetComponent<Renderer>().material.color = Color.black;
         if (_tileScript != null)
             _tile.AddComponent(Type.GetType(_tileScript.name + ", Assembly-CSharp"));
     }
 
     private void CreatePlayer()
     {
         _player = GameObject.CreatePrimitive(PrimitiveType.Capsule);
         _player.name = "Player";
         _player.transform.position += new Vector3(0f, 1f, 0f);
         _player.transform.rotation = Quaternion.Euler(0f, 180f, 0f);
         _player.AddComponent<Rigidbody>().useGravity = true;
         _player.GetComponent<Rigidbody>().constraints = (RigidbodyConstraints)122;        
         if (_playerScript != null)
             _player.AddComponent(Type.GetType(_playerScript.name + ", Assembly-CSharp"));
 
         GameObject visor = GameObject.CreatePrimitive(PrimitiveType.Cube);
         visor.name = "Visor";
         visor.transform.parent = _player.transform;
         visor.transform.localPosition = new Vector3(0f, 0.5f, 0.24f);
         visor.transform.localScale = new Vector3(0.95f, 0.25f, 0.5f);
         visor.GetComponent<Renderer>().material.color = Color.black;
     }
 }
 

.

 using UnityEngine;

 public class PlayerScript : MonoBehaviour
 {
     public float _maxDistance = 5f;
 
     private Transform _tile;
     private Vector3 _tileOffset;
 
     private void Start()
     {
         _tile = GameObject.Find("Tile").transform;
         _tileOffset = transform.position;
     }
 
     private void Update()
     {
         // turn player
         transform.Rotate(Vector3.up * Input.GetAxis("Horizontal"), Space.World);
 
         // move player
         transform.position += transform.forward * 3 * Input.GetAxis("Vertical") * Time.deltaTime;
 
         // move tile with player        
         Vector3 zeroPosition = transform.position - _tileOffset;
         float distance = Vector3.Distance(zeroPosition, _tile.position);
         if (distance >= _maxDistance)
         {
             // change environment
             _tile.position = Vector3.MoveTowards(_tile.position, zeroPosition, distance);
         }
     }
 }
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avatar image pauliuso · Sep 21, 2017 at 05:32 PM 0
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Yes it works, sorry I misinterpreted your suggestion and thought that you misspelled "Type.GetType" because Unity suggested to use "Types.GetType", now everything is working and I found that + ", Assembly-CSharp" is not necessary:)

avatar image unit_nick pauliuso · Sep 21, 2017 at 05:36 PM 0
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and I found that + ", Assembly-CSharp" is not necessary:)

Good to know.

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Answer by Hellium · Sep 21, 2017 at 01:19 PM

Instead of Script, use Component or MonoBehaviour

 public Component scriptToAdd;
  
  void OnDestroy()
  {
      MainController.AddComponen(scriptToAdd);
  }
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avatar image pauliuso · Sep 21, 2017 at 01:20 PM 0
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Will try that, thanks!

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