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Question by RevCosmosis · Jun 15, 2014 at 03:09 PM · inspectormonoscript

Specifying script through inspector

In my game, I have a system where a puzzle (managed by GridPuzzle.js) will open a door (managed by DoorScript01.js) when the puzzle is solved. The relevant code in GridPuzzle.js:

 var targetDoor : GameObject;
 ...
 ...
 if (puzzleIsSolved) {
    targetDoor.GetComponent(DoorScript01).Open();
 }

It works fine. However, in the future, I may end up with more than just one type of door - doors that run on DoorScript02, DoorScript03, and so on. I don't want to create a new GridPuzzle.js for each type of DoorScript, but I can't find a way to assign a script reference in the inspector. This was the best I could figure out:

 var targetDoor : GameObject;
 var targetDoorScript : String;
 ...
 ...
 if (puzzleIsSolved) {
    targetDoor.GetComponent(targetDoorScript).Open();
 }

This gives the error 'Open' is not a member of 'UnityEngine.Component'. What can I do to be able to define a script name in the inspector?

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