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Question by ykchris2002 · Feb 22, 2019 at 09:19 AM · sendmessage

send message

I want to finish ScriptA to the last SendMessage to ScriptB by the head once, should I write it?

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class StaticObjectsGenerator2 : ObjectGenerator { public GameObject[] Transforms; public GameObject Egg1; public DuckBrust DuckBrust; int currentObjIndex = 0;

 private void Start()
 {
      MaxGenerationNumber = Transforms.Length;
     Egg1 = GameObject.FindGameObjectWithTag("cube");

 }

 public override void RecieveData(ImageData recievedData)
 {
     if (recievedData != null && recievedData.name == Name)
     {
         base.RecieveData(recievedData);
         GameObject obj = GeneratedObjects[GeneratedObjects.Count - 1];
        
         obj.transform.position = Transforms[currentObjIndex].transform.position;
         obj.transform.rotation = Transforms[currentObjIndex].transform.rotation;
         obj.transform.localScale = Transforms[currentObjIndex].transform.lossyScale;
         currentObjIndex++;
         currentObjIndex %= Transforms.Length;
     }
     //#if UNITY_EDITOR
     if (recievedData == null)
     {
         base.RecieveData(recievedData);

         GameObject obj = GeneratedObjects[GeneratedObjects.Count - 1];
         obj.transform.position = Transforms[currentObjIndex].transform.position;
         obj.transform.rotation = Transforms[currentObjIndex].transform.rotation;
         obj.transform.localScale = Transforms[currentObjIndex].transform.lossyScale;
         currentObjIndex++;
         currentObjIndex %= Transforms.Length;
     }
     //#endif
 }
     public override void Update()
 {
     if (Input.GetKeyDown(KeyCode.Delete))
     {
         foreach (GameObject obj in GeneratedObjects)
         {
             Destroy(obj);
         }
         GeneratedObjects.Clear();

         currentObjIndex = 0;

     }
 }

 public void LateUpdate()
 {
     Egg1.SendMessage("SKYCHRIS");
    
 }

}

using System.Collections.Generic; using UnityEngine;

public class DuckBrust : MonoBehaviour {

 public GameObject Duck;
 public GameObject Egg1;
 public DuckMove duckmove_script;
 Animator anim;


 public void Start()
 {
     //Egg1 = GameObject.FindGameObjectWithTag("Egg")

     if (Duck == null)
         Duck = GameObject.FindGameObjectWithTag("Player");

     if (duckmove_script == null)
         duckmove_script = Duck.GetComponent<DuckMove>();

     anim = GetComponent<Animator>();

     StartCoroutine(Run());
 }

 public IEnumerator Run()
 {
     anim.SetBool("Burst", false);

     duckmove_script.enabled = false;

     yield return new WaitForSeconds(2);

     anim.SetBool("Burst", true);

     yield return new WaitForSeconds(3);

     duckmove_script.enabled = true;

     yield return new WaitForSeconds(3);

     Egg1.gameObject.SetActive(false);


 }

   
  public void SKYCHRIS()

 
 {

     Debug.Log("hihi");

 }



}

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