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Question by FesterTY · Mar 04, 2019 at 01:40 PM · scripting problemprefababstract

Calling a method from one prefab, calls the rest.

Hi, so when I call a method on one of the duplicates of a prefab, the rest gets called.. Which is not my desired behavior.. Here are my codes:


Spawns.cs:

 namespace Tadget
 {
     using UnityEngine;
  
     public class Spawn : Actions
     {
         public GameObject objToSpawn;
         public Transform whereToSpawn;
  
         /// Spawn objects depending on the field "objToSpawn"
         public override void Use()
         {
             Instantiate(objToSpawn, whereToSpawn.position, whereToSpawn.rotation);
         }
     }
 }

Destroy.cs:

 namespace Tadget
 {
     using UnityEngine;
 
     public class Destroy : Actions
     {
 
         public GameObject objToDestroy;
 
         /// Spawn items depending on the field "objToDestroy"
         public override void Use()
         {
             Destroy(objToDestroy);
         }
     }
 }

Both are these derived from an abstract class that has an abstract method called Use().

This is where I call both use() method

             if (Input.touchCount > 0)
             {
                 if (Input.GetTouch(0).phase == TouchPhase.Stationary || (Input.GetTouch(0).phase == TouchPhase.Moved && touch.deltaPosition.magnitude < maxMagnitude))
                 {
                     timeToOpenCounter -= Time.deltaTime;
                     InitializeUI();
 
                     if (timeToOpenCounter <= 0)
                     {
                         GetComponent<Spawn>().Use(); // <--- CALLED METHOD
                         GetComponent<Destroy>().Use(); // <---- CALLED METHOD
                         timeToOpenCounter = 0;
                         TurnUIVisible(false);
                     }
                 }
             }
             else
             {
                 ResetTime();
             }


TL;DR: Calling a method from one the duplicates of a prefab results in others being called as well. e.g. I want one egg to be broken, but the rest breaks, for some reason. That's the current situation I'm stuck in.

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Answer by xxmariofer · Mar 04, 2019 at 01:49 PM

you are not calling scripts of instance of prefabs. you are accessing the scripts Spawn and Destroy on that same object so i would assume that each prefab have a Spawn script and Destroy script and that update method is called in every single prefab not only in once.

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avatar image FesterTY · Mar 04, 2019 at 02:12 PM 0
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I have only realized this just now. Thank you!

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