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Question by farzher · May 19, 2013 at 03:58 AM · javascriptprefabclasses

Instantiate, Prefabs, Classes

I'm trying to do some basic OOP, I'm just not sure how I'm supposed to do it.

In main.js I want to make an array of Tile

Tile is a prefab, but should also be its own javascript class with it's own methods and properties and instantiated game object.

What type of script do I need to attach to the Tile prefab to give it methods like test. And how should I instantiate each Tile in its constructor? I want to do something like this (none of this works right now):

 private var tiles:Tile[,];
 for(var x=0;x<width;x++) {
     for(var z=0;z<width;z++) {
         var tile:Tile = new Tile(x, z);
         tiles[x,z] = tile;
         tile.test(); // each tile should have this method which just does Debug.Log('test')
     }
 }
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Answer by farzher · Sep 11, 2013 at 02:51 AM

So, I finally came up with an alright solution to this, after looking up a million things. This is way more complicated than it should be.

 public static Tile Instance (int something) {
     GameObject go = (GameObject)Instantiate(Resources.Load("Tile"));
     Tile instance = go.GetComponent<Tile>();
     instance.something = something;
     return instance;
 }

Now I can just do this wherever

 Tile tile = Tile.Instance(5);
 tile.test();

Trying to do this stuff in the constructor doesn't work.

You are trying to create a MonoBehaviour using the 'new' keyword. This is not allowed.

So I had to make my own arbitrary static Instance method. I have to be missing something, this seems like a total hack.

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