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Question by AdvsNoob · May 29, 2013 at 06:09 AM · c#gameobjectienumeratorsendmessage

Triggers and SendMessages. C#

I am a bit confused about the SendMessages a bit. So I created a little example mock up level to learn about it and mess with it a bit more. I am using C# to write these scripts and I am a bit lost. I have two objects. One is the player who has a flashlight attached to him (The Light holds the script to turn the light on and off) and there is a collection trigger in front of him. I made it work so if the player hits the trigger it will send a message to the light to turn it off for a given amount of time. Here are my two scripts.

Trigger.cs:

 using UnityEngine;
 using System.Collections;
 
 public class Trigger : MonoBehaviour {
     
     void OnTriggerEnter(Collider col){
         if(col.gameObject.tag == "Player"){
             gameObject.Find("Light").SendMessage("blinkingDelay", 5.0f);
         }
     }
 }


And here is the flashlight.

Flashlight.cs

 using UnityEngine;
 using System.Collections;
 
 public class Flashlight : MonoBehaviour {
     
     public bool power = true;
     
     
     // Update is called once per frame
         
     
     public IEnumerator blinkingDelay(float holdamount){
         power = false;
         yield return new WaitForSeconds(holdamount);
         power = true;
     }
 }




Now I know in order to use yield I have to call the function with: StartCoroutine. But How do I do this with SendMessage?

The error I get btw is this: "sendmessage blinkingDelay has no receiver"

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Answer by jogidipen · May 29, 2013 at 08:42 AM

To use SendMessage() you need to Apply Flashlight.cs script on game object named "Light". And inside Trigger.cs that shoud be GameObject.Find("Light").SendMessage("blinkingDelay", 5.0f);

not gameObject.Find("Light").SendMessage("blinkingDelay", 5.0f);

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Answer by WelRC · Jun 20, 2013 at 01:49 AM

I try to avoid SendMessage whenever possible. I don't have Pro version, so I didn't profile my scripts to actually compare then with direct calls.

You can use StartCoroutine(GameObject.Find("Light").GetComponent().blinkingDelay(5.0f));

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avatar image whydoidoit · Jun 20, 2013 at 01:59 AM 0
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Send$$anonymous$$essage is fine for events just not suggested for ever frame flow control. Your GameObject.Find is very expensive...

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