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Question by smnerat · Nov 24, 2012 at 06:45 AM · gameobjectraycasttransformfunction

How to call and run a function from another script on a transform.

Hey everyone,

I've been having problems with this for a while. I am attempting to perform a rotation on an objects parent. To start I am raycasting and setting the object I raycast against equal to a variable (because I will be clicking on different objects in the scene, but I only want to select one at a time), and then trying to rotate the parent of the object I raycast against. I keep getting an error that "parent is not a member of unityengine.gameobject. I tried the same idea using just the transform but the error switched to "transform is not a member of unityengine.transform.

Here is my code, for some clarity. I'm hoping someone can spot where I went wrong.

 var hit : RaycastHit;
 
 function OnGUI(){
           
 var someText = "Turn Left";
 var otherText = "Turn Right";
 var capsule : GameObject;
 
 if(Input.GetMouseButtonDown(0) && collider.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), hit,Mathf.Infinity)){
     capsule == hit.collider.gameObject.transform;
     }
 
     if (GUI.Button(new Rect(20, 50, 100, 20), someText)){
         capsule.parent.TurnLeft();
         }
                
     else if (GUI.Button(new Rect(850, 50, 100, 20), otherText)){
         capsule.parent.TurnLeft();
         }
 }
 
 
 
 
 function TurnLeft(){
     MoveObject.use.Rotation(transform, Vector3.forward * 45.0, 1);
 }
 
 
 AND THIS IS THE SCRIPT TurnLeft() calls:
 
 enum MoveType {Time, Speed}
 static var use : MoveObject;
  
 function Awake () {
     if (use) {
         Debug.LogWarning("Only one instance of the MoveObject script in a scene is allowed");
         return;
     }
     use = this;
 }
 function Rotation (thisTransform : Transform, degrees : Vector3, time : float) {
     var startRotation = thisTransform.rotation;
     var endRotation = thisTransform.rotation * Quaternion.Euler(degrees);
     var rate = 1.0/time;
     var t = 0.0;
     while (t < 1.0) {
         t += Time.deltaTime * rate;
         thisTransform.rotation = Quaternion.Slerp(startRotation, endRotation, t);
         yield;
     }
 }

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