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Question by Nynex71 · Jan 02, 2011 at 06:01 PM · fpsmodelvariableschange

Modified Version of First Person Prefab

I am making a FPS and in my fps i have these variables

public int curMoney = 1000; public int curHealth = 100; public int maxHealth = 100; public string curJob; public int Salary = 50; public int payTime = 180;

public GameObject Citizen; public GameObject Cook; public GameObject Gun; public GameObject Car; public GameObject Drug; public GameObject Hitman; public GameObject Swat; public GameObject Police; public GameObject Doctor; public GameObject Mayor;

public GameObject Model;

And each job has this on it

if (GUI.Button (new Rect (25, 25, 100, 30), "Citizen")) {
    Model = Citizen;
    curJob = "Citizen";
    Salary = 50;
}

I want it when you press that gui button it changes the graphics in the first person prefab. I'm asking for help because i dont know where to start... I plan on public GameObject Model; being a private var but its set to public so ingame i can see in the inspector if it ever changed.

EDIT: Graphics is a child of the FPP (First Person Prefab)

Thanks in advanced

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Answer by Ejlersen · Jan 02, 2011 at 06:54 PM

-If I understand this correctly, then Citizen, Cook, Gun, Car, Drug, Hitman, Swat, Police, Doctor and Mayor already exists as children of the parent object? If so, then you can use this:

if (GUI.Button (new Rect (25, 25, 100, 30), "Citizen")) { Model.SetActiveRecursively(false); Model = Citizen; curJob = "Citizen"; Salary = 50;

 Model.SetActiveRecursively(true);

}

That should basically disable the old model, and later on enable the new model.

-If its instead prefabs you are dealing with, and the current model is the only model thats a child. Then you could do something like this:

if (GUI.Button (new Rect (25, 25, 100, 30), "Citizen")) { Vector3 modelPosition = Model.position; Quaternion modelRotation = Model.rotation;

 DestroyImmediate(Model);

 Model = Citizen;
 curJob = "Citizen";
 Salary = 50;

 Model = Instantiate(Citizen, modelPosition, modelRotation) as GameObject;
 Model.transform.parent = transfrom;

}

So now we store the position and rotation of the old model, destroy the old model, instantiate a new one with the old ones position and rotation, and finally making it the child of the game object that has this script.

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