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Question by Skyfall106_Gaming · May 23, 2017 at 06:22 AM · c#unity 5

Money System Scripting Problem

Hey! So I am trying to implement a Money System where the buildings cost money to place and houses generate income and towers take income but there is a error for trying to make houses cost money. Here is the problem

          ScoreManager sm = GameObject.FindObjectOfType<ScoreManager> ();
          if(sm.money < bm.SelectedBuilding.GetComponent<house>().cost) {
  
              return;
          }


Im not sure what the problem is and if somebody could help it would be great (Everything after and including GetComponent is red)

Here is my whole script.

 using UnityEngine;
 using UnityEngine.UI;
 
 public class GUIScript : MonoBehaviour {
 
     BuildManager bm;
     Button house, tower, path, field;
     bool buildopen = false;
 
     // Use this for initialization
     void Start () {
         bm = GameObject.Find("BuildManager").GetComponent<BuildManager>();
         Canvas cv = GameObject.Find("Canvas").GetComponent<Canvas>();
         house = cv.transform.FindChild("HouseButton").gameObject.GetComponent<Button>();
         tower = cv.transform.FindChild("TowerButton").gameObject.GetComponent<Button>();
         path = cv.transform.FindChild("PathButton").gameObject.GetComponent<Button>();
         field = cv.transform.FindChild("FieldButton").gameObject.GetComponent<Button>();
     }
 
     public void ActiveteBuilding(Button pressedBtn)
     {
         if (pressedBtn.name == "BuildButton")
         {
             if (buildopen)
             {
                 //bm.DeactivateBuildingmode();
                 house.gameObject.SetActive(false);
                 tower.gameObject.SetActive(false);
                 path.gameObject.SetActive(false);
                 field.gameObject.SetActive(false);
                 pressedBtn.image.color = Color.white;
                 buildopen = false;
             }
             else
             {
                 //bm.ActivateBuildingmode();
                 house.gameObject.SetActive(true);
                 tower.gameObject.SetActive(true);
                 path.gameObject.SetActive(true);
                 field.gameObject.SetActive(true);
                 pressedBtn.image.color = new Color(255, 0, 255);
                 buildopen = true;
 
             }
         }
         else
         {
             switch (pressedBtn.name)
             {
                 case "HouseButton":
                     bm.SelectBuilding(0);
                     break;
                 case "TowerButton":
                     bm.SelectBuilding(1);
                     break;
                 case "PathButton":
                     bm.SelectBuilding(2);
                     break;
                 case "FieldButton":
                     bm.SelectBuilding(3);
                     break;
         
             }
 
             pressedBtn.image.color = new Color(155, 120, 255);
             bm.ActivateBuildingmode();
             
         }
 
     }
 
 
     void Update()
     {
         if (buildopen)
         {
             if (!bm.isBuildingEnabled)
             {
                 if (house.image.color != Color.white)
                     house.image.color = Color.white;
 
                 if (tower.image.color != Color.white)
                     tower.image.color = Color.white;
 
                 if (path.image.color != Color.white)
                     path.image.color = Color.white;
 
                 if (field.image.color != Color.white)
                     field.image.color = Color.white;
             }
         }
         ScoreManager sm = GameObject.FindObjectOfType<ScoreManager> ();
         if(sm.money < bm.SelectedBuilding.GetComponent<house>().cost) {
 
             return;
         }
     }
 }
 

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avatar image Skaster87 · May 23, 2017 at 07:37 AM 1
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I think you just need to declare your get component to a variable first

 Var h = bm.SelectedBuilding.GetComponent<house>();
 
 If (sm.money < h.cost)
 {
               //do stuff
 }
 

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