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Question by PenguinLord · Dec 20, 2016 at 03:23 PM · c#uilightinggame

Disable script if out of range.

This scripts basically shows that if you're closer to the light it gets lighter, the further you get, the more dim it gets, if you're too far the whole script disables, i did this because i ran into a problem where if i had 2 lights it would bug out, but this script bugs out too, it wont enable if i get in range?

 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 
 public class Darkness : MonoBehaviour {
 
     public Transform player;
     public GameObject panel;
 
 
     void Update()
     {
         GameObject Light = gameObject.transform.Find("Point light").gameObject;
         float dist = Vector3.Distance(player.position, transform.position);
         Debug.Log(dist);
         if(Light.activeSelf)
             Light.GetComponent<Light>().intensity = 2f / (dist + .0001f);
             Color alph = panel.GetComponent<Image>().color;
             alph.a = 0.2f * dist;
             panel.GetComponent<Image>().color = alph;
         if(dist > 3)
         {
             gameObject.GetComponent<Darkness>().enabled = false;
         }
         else if(dist < 3)
         {
             gameObject.GetComponent<Darkness>().enabled = true;
         }
     }
 
     void OnTriggerEnter(Collider other)
     {
         Color alph = panel.GetComponent<Image>().color;
         alph.a = 0f;
         panel.GetComponent<Image>().color = alph;
     }
 }
 


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Answer by elenzil · Dec 20, 2016 at 05:18 PM

when you disable the Darkness component, Update() is no longer called (naturally).

perhaps instead of disabling/enabling the component you could create a boolean flag like "withinRange", and then have the behavior in OnTriggerEnter() and whatever else pay attention to "withinRange".

unrelatedly, there are a few performance improvements you could make: calling Find() is fairly expensive. you should do the Find() once in Start() and cache the results. (actually, i would suggest avoiding Find() altogether and hooking up the light in the scene editor, but that's a separate topic). getComponent() is also relatively expensive, and would be good to avoid in Update(). * gameObject.GetComponent<Darkness>(). is equivalent to this., since the component executing the code is Darkness. so you could write either this.enabled = foo; or even just enabled = foo;.

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