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Question by zinnfandel · Jul 09, 2012 at 06:53 PM · getcomponentstartawakefindwithtag

Why do I get a context error when using GameObject.FindWithTag in Awake/Start function and GetComponent in a function?

Hello,

What I'm trying to do is this work from one script to another.

  public void RaiseLevelsD ()
 {
  GameObject garbage = GameObject.Find("Garbag");
  AnimationControl garbageScript = garbage.GetComponent();
  GameObject tractor = GameObject.Find("Tractor");
  AnimationControl tractorScript = tractor.GetComponent();
  GameObject heart = GameObject.Find("Heart");
  AnimationControl heartScript = heart.GetComponent();
  garbage.active = true;
  D++;
  garbageScript.Level++;
  if (X>0)
  {
  X++;
  heartScript.Level++;
  } 
  if (A>0)
  {
  tractorScript.Level ++;
  A++;
  }
  if (F>0)
  F++;
 }

And this works just fine. But I understand that using "`GameObject.FindWithTag`" within a function, meaning everytime it hit that function, is pretty heavy on performance. So I tried to move:

 GameObject factory =  GameObject.FindWithTag("Factory");
 AnimationControl factoryScript = factory.GetComponent<AnimationControl>();

to the Awake/Start functions, but I get this error: "error CS0103: The name 'factoryScript' does not exist in the current context."

Why? shouldn't it be available once I declare it on Awake or Start? Is there a way to do this?

Thank you!

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Answer by whydoidoit · Jul 09, 2012 at 07:16 PM

You problem is that you need to make AnimationControl factoryScript a class level variable. But you would be much better off using singleton pattern.

In your Animation control:

    public static AnimationControl Instance;

    void Awake() 
    {
        Instance  = this;
    }

Then in your RaiseLevelsE function:

  AnimationControl.Instance.Level++;
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avatar image zinnfandel · Jul 09, 2012 at 09:23 PM 0
Share

But I am using the AnimationControl script on several objects, I'm updating the original question

avatar image whydoidoit · Jul 10, 2012 at 06:52 AM 0
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Then in Awake put the component in a dictionary keyed off the name.

  using System.Collections.Generic;

  public static Dictionary<string, AnimationControl> controllers = new Dictionary<string, AnimationControl>();

  void Awake()
  {
       controllers[name] = this;
  }

  void OnDestroy()
   {
       controllers.Remove(name);
   }

Then AnimationControl.controllers["Garbag"].Level++;

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