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Question by JoshMBeyer · Apr 16, 2013 at 05:11 AM · instantiateinputgetcomponent

Trouble with getting this code to work. What am I doing wrong?

I am trying to write a code so that when the user presses the 1 key they will equip the weapon for that slot. I just started it so its not really anything special. If I select the bool to be true in the inspector.. it works.. but if I hit the 1 key it doesn't and I just cannot find out what I am doing wrong. I am open to easier ways of doing this aswell.

Here are the scripts I have so far.

 using UnityEngine;
 using System.Collections;
 
 public class IHaveA9mm : MonoBehaviour {
 
     public bool equipPistol;
     public GameObject pistol;
     public Transform weaponSlot;
 
     
     // Use this for initialization
     void Start () 
     {
         
     }
     
     // Update is called once per frame
     void Update () 
     {
         if(equipPistol)
         {
             //instantiate the weapon to the weaponSlot.
             GameObject pistolIP = (GameObject)Instantiate(pistol, weaponSlot.position, weaponSlot.rotation);
             equipPistol = false;
         }
     }
 }


Now the equip weapon script. When the user presses 1, it should set this scripts bool to true, and instantiate the weapon.

 using UnityEngine;
 using System.Collections;
 
 public class EquipWeapon : MonoBehaviour {
     
     // Update is called once per frame
     void Update () 
     {
         
         if(Input.anyKeyDown)
         {
             print ("YES");
             GameObject.Find("Player").GetComponent<IHaveA9mm>().equipPistol = true;
 
         }
     }
 }
 
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Answer by deltamish · Apr 16, 2013 at 06:30 AM

Hi there is an easier method to do this

Note I dont recommend using numbers while naming a script(IHaveA9mm) so rename it to something like this (Pistol) using UnityEngine; using System.Collections;

     public class EquipWeapon : MonoBehaviour {
      
 public GameObject Weapon_Pistol;
     // Update is called once per frame
    void Start(){
  Weapon_Pistol.SetActiveRecursively(false);
 }
  void Update ()
     {
      
     if(Input.GetKeyDown("1"))///try using (Input.GetKeyDown("1")) cause some time  (Input.anyKeyDown) doesnt work
     {
     print ("YES");
  Weapon_Pistol.SetActiveRecursively(true);//enables the weapon
     Weapon_Pistol.GetComponenet<Pistol>().equipPistol = true;
     }
     }
     }

your Pistol script

 using UnityEngine;
         using System.Collections;
          
 public class Pistol : MonoBehaviour {
  public bool equipPistol;
  void Update ()
 {
     if(equipPistol)
     {
     if(Input.GetButton("Fire1")){
     //your fire code
     }
     
     }
    }
  }
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