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Question by Alzrael · Dec 04, 2017 at 04:39 PM · coroutinebooleanclasses

Calling a bool from another script doesn't seem to be working

I'm trying to have a piece of code run when a ball hits a trigger(to finish the stage) in an attempt to get the timer to stop running and add it to a score.

public class Finish_Cube : MonoBehaviour

 public bool levelFin = false;

 private void OnCollisionEnter(Collision collision)
 {
     if (collision.gameObject.tag == "Player")
     {
         print("Level complete!");
         levelFin = true;
     }
 }



public class Timer : MonoBehaviour

 Finish_Cube finishCube;

 public int time;
 public bool _running;
 public Text timerText, failText;
 public int timeToScore;

 private void Awake()
 {
   finishCube = GameObject.Find("FinishGameObject").GetComponent<Finish_Cube>();
 }

 void Start()
 {
     _running = true;
     StartCoroutine(countdown());
     failText.text = "";
 }
 IEnumerator countdown()
 {
     while (time > 0)
     {
         
         yield return new WaitForSeconds(1);
         time -= 1;
       
     }
     failText.text = "LEVEL FAIL";
     _running = false;
 }
 private void Update()
 {
     if (finishCube.levelFin)   //here
     {
         StopAllCoroutines();
         timeToScore = time;
         print(timeToScore);

     }

     timerText.text = "Time: " + time.ToString();

 }


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avatar image Hellium · Dec 04, 2017 at 04:43 PM 0
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What does not work? Are you sure the collision is detected? Have you any error in the console?

avatar image Alzrael Hellium · Dec 04, 2017 at 04:45 PM 0
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The collision is detected, this is tested by the print("Level complete!"). There are no errors in the console. For some reason, the if(finishCube.levelFin) { StopAllCoroutines(); timeToScore = time; print(timeToScore); } doesn't seem to trigger

avatar image Hellium Alzrael · Dec 04, 2017 at 05:00 PM 0
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Are you sure finishCube is referencing the correct script? $$anonymous$$aybe you have attached the script twice, and the one logging Level complete is not the one referenced by your Timer instance. Add the following code to your Finish_Cube class :

 void Start()
 {
     Debug.Log( GetInstanceID() ) ;
 }
 
 // OnCollisionEnter function
 
 print("Level complete! : " + GetInstanceID() );


And in your Timer class:

  private void Awake()
  {
    finishCube = GameObject.Find("FinishGameObject").GetComponent<Finish_Cube>();
    Debug.Log(finishCube.GetInstanceID() ) ;
  }
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Answer by Larry-Dietz · Dec 05, 2017 at 07:24 AM

Are you receiving any errors with this code? Have you confirmed that finishCube = GameObject.Find("FinishGameObject").GetComponent(); is finding the game object, and getting the component?

If there is only one instance if an object with a Finish_Cube component, try changing that list to this...

 finishCube = FindObjectOfType<Finish_Cube>();

See if that makes any difference.

Hope this helps, -Larry

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