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Question by levjackie14 · Jan 24, 2016 at 04:04 PM · unity 5scripting problemscriptingbasicsnoob

How to set a special prefab in a switch?

Hi Super noob here, I got lots of answers from this site before but I just cant seem to figure this out. I have a projectile set as a game object, a 2d sprite prefab, I declared is at a public gameobject and was able to drag a prefab to make it work, no problem. In special circumstances I want it to be another prefab. How do I set the game object: Projectile to the special prefab.

thank you for all your help.

         switch (Convert.ToChar (valueOfTokens [1])) {
         case '+':
             genApples (float.Parse(numbers [temp]));
             break;
         case '-':
                              //set GameObject to new  prefab and generate some apples. 
             Projectile = GameObject.Find("Projectile_Prefab 1") as GameObject;
             genApples (float.Parse(numbers [temp]));
             break;
         default:
             genApples (float.Parse(numbers [temp]));
             break;
         }

     }

 void genApples(float apples){

     while (apples != 0) { //drop some  apples
         GameObject Goz = Instantiate (Projectile, ShootPt.transform.position, ShootPt.transform.rotation) as GameObject;
         apples--;
     }
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avatar image ShadyProductions · Jan 24, 2016 at 05:42 PM 1
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What exactly are you trying to do? I don't understand.

avatar image Geometrical · Oct 10, 2016 at 01:36 AM 0
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I think you should learn the basics of the program$$anonymous$$g language you're using before trying to code...

avatar image ElijahShadbolt · Oct 12, 2016 at 10:41 PM 0
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Shouldn't the 'apples' float in genApples be an int?

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Answer by ElijahShadbolt · Oct 12, 2016 at 10:59 PM

You can make multiple GameObject variables to store the prefabs, then select which one later in the code.

 public class ExampleScript : MonoBehaviour
 {
     public GameObject ProjectilePrefab1; // set this
     public GameObject ProjectilePrefab2; // set this
     private GameObject Projectile; // this is assigned in the code

     void Awake()
     {
         Projectile = ProjectilePrefab1;
     }

     // ... later on in your switch statement
     Projectile = ProjectilePrefab2;
     // ...
 }

Or you can use an array. This would mean that in the Inspector you can assign as many prefabs as you want.

 public class ExampleScript : MonoBehaviour
 {
     public GameObject Projectile;
     public GameObject[] ProjectilePrefabs = new GameObject[2];
 
     void Awake()
     {
         Projectile = ProjectilePrefabs[0]; // selects first prefab
     }

     // ... later on in your switch statement
     Projectile = ProjectilePrefabs[1]; // selects second prefab
     // ...
 }
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