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Question by PhilGondor · Nov 02, 2013 at 01:27 PM · gameobjectinstantiatecomponent

Change an instanciated objects components "depending" on type

Hello!

To make this question short.

I have an AI model and it could be an Enemy or a Friend depending on the "Shooter" script. I have one for the enemies and another for the friends. And I have different countries you can play as. So for example if you choose England vs. USA then the enemies would be the USA model with the enemy script but if you choose USA vs. England then the USA Model "object" would have the friend script attached. Any way to fix this without too much "Hard coding"?

Thanks!

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avatar image Fornoreason1000 · Nov 02, 2013 at 01:37 PM 0
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I look at this problem and i can think of three things....

  1. switch the models around ins$$anonymous$$d of the components. probably the simplest of ways...

  2. destoy the object and instantiate them as a new setting. destroy them and instantiate them with the new setting, e.g US switches to friends, so they get destroyed and then instantiated with the friends script attached

  3. ins$$anonymous$$d of having two scripts have to settings withing a single script

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Answer by Zaeran · Nov 02, 2013 at 03:59 PM

Put in something like this:

 if(isFriendly){
     gameObject.AddComponent<FriendScript>();
 }
 else{
     gameObject.AddComponent<EnemyScript>();
 }

isFriendly is true if their country is selected first, and false if selected second

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