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Hi folks!!!
I'm gonna crazy with this :)
I'v a moving box (i call ti enemy) over a sphere, and when I hit it, i want generate other three cubes from the death one that moves in different directions.
So the instatiate function is inside the enemy script, and when I instantiate itself, i want to pass a different rotation for the new cubes (or cube, i'm tring with only one)
Here is my code:
var prefab : GameObject; private var death : boolean;
var script : Enemy;
var RotationAngle = 20; var tempo : float;
function Update () { transform.RotateAround (Vector3.zero, Vector3.right, Time.deltaTime); transform.RotateAround (Vector3.zero, Vector3.forward, RotationAngle * Time.deltaTime); }
function Death (death) { if (death){ Debug.Log("DEATH");
temp = Instantiate(prefab, transform.position, transform.rotation);
script.RotationAngle = 50;
temp.renderer.material.color = Color.red;
Destroy(gameObject);
}
}
In this case I'm tring to pass the RotationAngle for the new instance of the new cube, and I need to call the same script but obviously it doesn't work...:(
Any idea?
Tnx a lot :)
Answer by superlol · Mar 15, 2011 at 05:16 PM
Solved getting the script by type :)
var prefab : GameObject; var temp : GameObject; var death : boolean; var RotationAngle : float = 20;
function Update () { transform.RotateAround (Vector3.zero, Vector3.right, Time.deltaTime); transform.RotateAround (Vector3.zero, Vector3.forward, RotationAngle * Time.deltaTime); }
function Death (death) { if (death){ Debug.Log("DEATH");
temp = Instantiate(prefab, transform.position, transform.rotation);
temp.GetComponent(Enemy).RotationAngle = 50;
temp.renderer.material.color = Color.red;
Destroy(gameObject);
}
}
Answer by networkZombie · Mar 15, 2011 at 04:48 PM
this just a guess but try adding var in front of temp when you instantiate the cube.
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