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This question was closed Apr 28, 2014 at 03:38 AM by SteelArrow21 for the following reason:

The question is answered, right answer was accepted

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Question by SteelArrow21 · Apr 28, 2014 at 02:41 AM · c#2d

GetComponent().enabled = true;

I have this line of code:

 using UnityEngine;
 using System.Collections;
 
 public class CameraController : MonoBehaviour {
 
      private GameObject weapGun;
      private GameObject weapMelee;
 
      void Awake(){
 
           weapGun = GameObject.FindGameObjectWithTag("Gun");
           weapMelee = GameObject.FindGameObjectWithTag("Melee");
           Debug.Log(weapGun);
           Debug.Log(weapMelee);
 
      }
      void Update(){
 
           if(Input.GetKeyDown("1")){
                weapGun.GetComponent<SpriteRenderer>().enabled = true;
                weapMelee.GetComponent<SpriteRenderer>().enabled = false;
           }
 
           if(Input.GetKeyDown("2")){
                weapGun.GetComponent<SpriteRenderer>().enabled = false;
                weapMelee.GetComponent<SpriteRenderer>().enabled = true;
           }
      }
 }

I get no errors and the Debug.Log()'s return the correct GameObjects, but the "GetComponent().enabled = true/false; are not doing anything? Can anyone please point out my error.

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avatar image Pyrian · Apr 28, 2014 at 04:13 PM 0
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Is there an animation controlling those states?

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Answer by Vandarthul · Apr 28, 2014 at 03:16 AM

I believe the problem is GetComponent returns a Type therefore it needs to be assigned to a variable.

 SpriteRenderer weapGunRenderer = weapGun.GetComponent<SpriteRenderer>();
 weapGunRenderer.enabled = true;
 SpriteRenderer weapMeleeRenderer = weapMelee.GetComponent<SpriteRenderer>();
 weapMeleeRenderer.enabled = false;
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avatar image SteelArrow21 · Apr 28, 2014 at 03:27 AM 0
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I still seem to be getting the same outcome. I think both of ours mean the exact same thing anyways.

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