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Question by Halocrafter · Mar 29, 2017 at 04:11 AM · c#programmingdatatype

Setting up a New Data Type - Am I Doing Something Wrong?

In my current project, I'm trying to set up a new data type so I can get a script off a game object and enable/disable it on a keystroke. All of my syntax seems to be correct, except for the fact that my new data type isn't being established as I expected it to. Currently I just have things as follows:

 private ScriptToToggle script;
         public void TinSight()
         {
             script = GetComponent("ContrastEnhance");
             if (useTin == true)
             {
                 Time.timeScale = 0.8f;
             }
                 Time.timeScale = 1.0f;
             }
         }

I must be missing something here, because with things as they are now I get the "type or namespace name 'ScriptToToggle' could not be found" error. I'm sure I'm missing something obvious, but would someone mind pointing out my mistake?

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avatar image Rhombuster · Mar 29, 2017 at 05:43 AM 0
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Do you have a class.struct, enum, etc called ScriptToToggle? I don't quite understand the question

avatar image Halocrafter Rhombuster · Mar 29, 2017 at 02:23 PM 0
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No, I do not. If that's my issue, would you $$anonymous$$d helping me set up whatever would be best for my purposes?

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Answer by herDev · Mar 29, 2017 at 07:24 AM

Hi, here's how you can do it if you just want a direct reference...

In this first case you will have a public ScriptToToggle variable in the Inspector and you can just drag and drop the object that contains the script to the slot and create a reference..

     public ScriptToToggle script;
 
     public void TinSight()
     {
         script.methodName();
         if (useTin == true)
         {
             Time.timeScale = 0.8f;
         }
         Time.timeScale = 1.0f;
     }

or alternatively you can do it like this

     public GameObject scriptToToggleObj; // same as above really, you'll need to drag and drop the object that contains the script to the inspector variable slot and create a reference
     ScriptToToggle script;
     public void Start()
     {
         script = scriptToToggleObj.GetComponent<ScriptToToggle>();
     }
     public void TinSight()
     {
         script.methodName(); // execute whatever method you want to run from the script
         if (useTin == true)
         {
             Time.timeScale = 0.8f;
         }
         Time.timeScale = 1.0f;
     }



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avatar image Halocrafter · Mar 29, 2017 at 03:04 PM 0
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I feel like that should work, but Unity still isn't recognizing ScriptToToggle as a new type or namespace. It tells me the same thing it did, and that Component doesn't include a definition for 'enabled'.

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