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Question by AngryCSharpNerd · Jun 10, 2013 at 12:11 AM · findfind-gameobject

Code for built-in Find() function?

I've been trying to make my own customized Find() function, and it's not successful at all. Can someone please post the original Find() code or make a function that works exactly like the original? Thanks.

My original code is this, but then it ends up becoming a boolean rather than a gameObject:

 static var isitTrue = false;
 function ScenarioFind(scenario:String){
     for(var childx:Transform in story.GetComponentsInChildren(Transform)){
         if(childx.GetComponent(Scene_Setup).scenario == scenario){isitTrue = true;}
         else if(childx.GetComponent(Scene_Setup).scenario == scenario){isitTrue = false;}
     }
     if(isitTrue == true){return true;}
     else if(isitTrue == false){return false;}
 }


But don't correct that unless if you can help modify it enough to function like the Find() code.

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Answer by Bunny83 · Jun 10, 2013 at 12:52 AM

Your problem is that probably not every child has a Scene_Setup script attached. So calling GetComponent might return null if there is no such script on the current object. When accessing the "scenario" variable you will get a null reference exception. Also checking the same expression two times in a row doesn't make much sense as well as using a static variable.

Actually your function can be simplified to this:

 function ScenarioFind(scenario:String) : GameObject
 {
     for(var childx : Scene_Setup in story.GetComponentsInChildren(Scene_Setup)){
         if(childx.scenario == scenario)
             return childx.gameObject;
     return null;
 }

Keep in mind that GetComponentsInChildren will only "find" active and enabled components. If you want even disabled objects, change it to:

     story.GetComponentsInChildren(Scene_Setup, true)
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avatar image AngryCSharpNerd · Jun 21, 2013 at 01:32 AM 0
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Yeah, what you did worked, and it turned out I didn't really need it after all. But thank you so much!

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