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Question by Treven · May 09, 2016 at 07:22 PM · scripting problemvariablescodepageparent-childpassing

Child not accepting variables from the parent

Hi my Child not accepting variables from the parent but the only variable it accepts is the public ints i cant figure out whats wrong here. Everything should work.

 private PlayerControls pc;
 HitBoxCollider hitBox;
 public float knockBackX1;
 public float knockBackY1;
 public int damageToGive;
 Void Start()
         {    
         pc = GetComponent<PlayerControls>();
         hitBox = GetComponentInChildren<HitBoxCollider>();
         }
 void Update ()
     {        HitBoxData();
     }
  void HitBoxData()
     {
         if (attackCount == 1)
         {
 //problem here
             hitBox.knockBackX = knockBackX1;
             hitBox.knockBackY = knockBackY1;
 //to here
             hitBox.damageToGive = damageToGive;
         }

 

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avatar image fabian-mkv · May 09, 2016 at 08:40 PM 0
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Did you make sure that knockBackX and knockBackY are public variables in the child's class (HitBoxCollider)? Only public variables are available from outside the script.

avatar image Treven fabian-mkv · May 10, 2016 at 01:29 AM 0
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I sorry to waste your time but i made a new question that better explains my problem is there a way to send it to you through here. And i have those public already.

avatar image pankajb · May 10, 2016 at 01:51 AM 0
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Can you show your HitBoxCollider ?

avatar image Treven pankajb · May 10, 2016 at 05:07 AM 0
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I made new question that is better explained but heres the code any way

using UnityEngine; using System.Collections;

public class HitBoxCollider : $$anonymous$$onoBehaviour {

 public float knockBackX;
 public float knockBackY;
   
 public int damageToGive;
 public float knockBackLength;

 public GameObject hitBox;

 PlayerControls pc;

 // Use this for initialization
 void Start () {
     pc = transform.parent.GetComponentInParent<PlayerControls>();
     hitBox.SetActive(false);
 }
 
 // Update is called once per frame
 void Update () {
 
 }
 
 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.gameObject.tag == "Enemy")
     {

         var enemy = other.GetComponent<$$anonymous$$nockBack>();

         enemy.knockBackLength = knockBackLength;

         enemy.knockBackCount = enemy.knockBackLength;

         if (other.transform.position.x < transform.position.x)
             enemy.knockFromRight = true;
         else
             enemy.knockFromRight = false;

         if (pc.attackCount > 0)
         {
             enemy.knockBackX = knockBackX;
             enemy.knockBackY = knockBackY;
             other.gameObject.GetComponent<Health>().DamageEnemy(damageToGive);
         }
     }
 }

}

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