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Question by Alanj2007 · Oct 05, 2013 at 05:35 AM · guivariablegetcomponent

Any problems with this script?

I attached script B to generators (When you press "E", value of "CountGenerator" in Script A will increase)

 //Script B
 
 var message : boolean = false;
 var GeneratorGUI : GameObject;
 var Generator1 : GameObject;
 var useGui : boolean = true;
 
 function OnTriggerStay(other : Collider)
 {
     if(Input.GetButton("e"))
     {
         GeneratorGUI.GetComponent(GeneratorCountNumbers).addCount(1);
         disableGui();
     }
 }
 
 function disableGui () 
 {
     Generator1.GetComponent(ActiveGenerator).useGui = false;
 }
 
 function OnTriggerEnter (other : Collider){
     if (other.gameObject.tag == "Player") {
         message = true;
     }
 }
      
 function OnTriggerExit (other : Collider){
     if (other.gameObject.tag == "Player") {
         message = false;
     }
 }
 
 function OnGUI()
 {
     if(message)
     {
         if(useGui)
         {
             GUI.Label(new Rect(Screen.width/2 - 75, Screen.height - 100, 300, 30), "Press E to turn on the generator");
         }
     }
 }

This is script A attached to Emptygameobject and called "GeneratorGUI"

 //Script A
 
 public static var CountGenerator : int = 0;
 var Onemore : GUIText;
 var Activated : GUIText;
 var Gate : GameObject;
 var GateOpenSound : AudioSource;
      
 function addCount(int value)
 {
     CountGenerator += value;
      
     if(CountGenerator == 1)
     {
         Onemore.enabled = true;
         yield WaitForSeconds(3);
         Onemore.enabled = false;
     }
     
     if(CountGenerator == 2)
     {
         Activated.enabled = true;
         yield WaitForSeconds(3);
            Activated.enabled = false;
         Gate.animation.Play("OpenGate");
         GateOpenSound.Play();
     }
 }

I got an error

Assets/GeneratorCountNumbers.js(9,23): BCE0043: Unexpected token: value.

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Answer by TrickyHandz · Oct 05, 2013 at 05:49 AM

The syntax of your AddCount function is written as if it were C#, when it should be in JS. Instead of this:

 function AddCount(int value)

it should read

 function AddCount(value : int)
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avatar image Alanj2007 · Oct 05, 2013 at 05:56 AM 0
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Thanks! It really access the script. But there is one problem. If statements don't actually working perfectly

I said if int = 1

 if(CountGenerator == 1)
     {
         Onemore.enabled = true;
         yield WaitForSeconds(3);
         Onemore.enabled = false;
     }

It will enabled the GUI. This is working perfectly. It's actually enabled it but int = 2 does not work

 if(CountGenerator == 2)
     {
         Activated.enabled = true;
         yield WaitForSeconds(3);
            Activated.enabled = false;
         Gate.animation.Play("OpenGate");
         GateOpenSound.Play();
     }
 }

It's still access int = 2 although int just equal = 1

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