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Question by Dave 11 · May 08, 2011 at 02:07 PM · javascripttriggerprefabsexplosion

How to trigger different prefabs (JavaScript)

Ok, so I have a prefab, lets say it's called platform. Now I've made 2 objects on the screen using that prefab, and called them, platform1 and platform2.

My hierarchy looks like this

  • Field (Empty Object with script explosion as Component)
    • platform1 (gameObject)
      • explosion (script Detonator as Component)
    • platform2 (gameObject)
      • explosion (script Detonator as Component)

Now I want to trigger both explosions at the same time and I've tried the following JS script:

var explosion : Detonator; var ready : boolean = true;

function Update () { if(ready) { Explode(2); } }

function Explode(t : int) { ready = false; explosion1 = gameObject.Find("platform1").Find("explosion").GetComponent(Detonator); explosion = gameObject.Find("platform2").Find("explosion").GetComponent(Detonator); explosion1.Explode(); explosion.Explode(); yield WaitForSeconds(t);

 ready = true;

}

but for some reason, only the second platform gets triggered. Does anyone know how to fix this? Thanks in Advance, Dave

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Answer by Cyb3rManiak · May 08, 2011 at 02:30 PM

If I remember correctly, gameObject.Find() is not relative... It searches the entire scene, and you're probably getting the 2nd explosions both times. transform.Find() however, is.

try

var tField: Transform = GameObject.Find("Field").transform;

explosion1 = tField.Find("platform1/explosion").GetComponent(Detonator); explosion2 = tField.Find("platform2/explosion").GetComponent(Detonator);

or...

explosion1 = GameObject.Find("Field/platform1/explosion").GetComponent(Detonator);
explosion2 = GameObject.Find("Field/platform2/explosion").GetComponent(Detonator);

Alternatively you could:

var tField: Transform = GameObject.Find("Field").transform;

foreach (var currDetonator: Detonator in tField.GetComponentsInChildren(typeof(Detonator))) { currDetonator.Explode(); }

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Answer by GesterX · May 08, 2011 at 02:20 PM

You haven't declared explosion1 as a variable at the top of your script. You need this:

var explosion : Detonator;
var explosion1 : Detonator;
var ready : boolean = true;
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