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Question by davidflynn2 · Oct 11, 2012 at 10:41 PM · c#cs

Deactivate Controlle of one object and Contoll another

I have a space ship you can fly around and do all sorts of cool things with but I want to make it so when it get in range or Collides with a trigger of the big ship it switches the controlls over to it. I plan to have the big ship just siting out in space so i can have all my scripts on it and they will just be turned off. I am just unsure how to go about turning a script on/off during a collison.

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Answer by sparkzbarca · Oct 12, 2012 at 12:15 AM

also assuming its a collision the function your looking for is.

void OnCollisionEnter() as documented at http://docs.unity3d.com/Documentation/ScriptReference/Collider.OnCollisionEnter.html

alternetly if you want it to be a trigger its

void OnTriggerEnter()

simply add a blank script to the object that will be hit. for example

 //destroy thing that hit me
 void OnTriggerEnter(collider thing_that_hit_me)
 {
     destroy(thing_that_hit_me.GameObject);
 }
 
 //disable the controls for what hit me and enable mine
 
 void OnTriggerEnter(collider what_hit_me)
 {
     //enable the big ships controls assuming the big ship is 
    // what this script is attached to
     
     GetComponent<ship_controls>.enable = true;
 
    //disable the ship that hit me.
     
     what_hit_me.GetComponent<ship_controls>.enable = false;
 
 }

hope that helps

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Answer by kmeboe · Oct 11, 2012 at 11:07 PM

You can get scripts using GetComponent, like so (c#):

MyScript script = myShip.GetComponent() as MyScript;

Once you have the script, you can turn it off with .enabled:

script.enabled = false;

If you have a lot of scripts to turn on and off, it might be nice to have one script (per ship) that has knowledge of all of the other scripts, and has a method that will turn them on or off. The signature would be something like this:

void EnableScripts (bool enable);

Good luck!

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