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Question by epicVoodoo · Nov 16, 2014 at 02:34 AM · spell

Activate SPELLS when button is pressed

Hello! My task is now to make certain spells activate having clicked appropriate button. So, i have several scripts:

SpellInterface - contains spell buttons. Every button should keep its id, yet there is it in a simplified view:

     using UnityEngine;
     using System.Collections;
     
     public class SpellInterface : MonoBehaviour
     {
         int buttonKeepId = 1;
     
         void OnGUI()
         {
             //if (transform.parent.GetComponent<Player>()._target != null)
             //{
                 if (GUI.Button(new Rect(Screen.width / 6, Screen.height / 1.1f, 120, 40), "FIREBALL"))
                 {
                     SpellGenerator sG = new SpellGenerator();
                     sG.CreateSpellBolt(1, transform.parent.gameObject, transform.parent.GetComponent<Player>()._target);
                 }
     
                 if (GUI.Button(new Rect(Screen.width / 3.5f, Screen.height / 1.1f, 120, 40), "Lighting"))
                 {
                     SpellGenerator sG = new SpellGenerator();
                     sG.CreateSpellBolt(2, transform.parent.gameObject, transform.parent.GetComponent<Player>()._target);
                 }
             //}
         }
     }

The second script is SpellGenerator, which should define our caster and victim, which are recieved from SpellInterface.

 public class SpellGenerator : MonoBehaviour
 {
     // Use this for initialization
     private bool casted = false;
 
     public void Update()
     {
         /*if (casted)
         {
             CreateSpellBolt(_id, caster, victim);
             casted = false;
         }*/
     }
 
     public void CreateSpellBolt(int id, GameObject _caster, GameObject _victim)
     {
         string wholeStr = "s" + id.ToString();
         GameObject[] castParams = new GameObject[]{_caster, _victim};
         object s = System.Activator.CreateInstance(Type.GetType(wholeStr));
         MethodInfo methodCast = s.GetType().GetMethod("RecieveCombatData");
 
         methodCast.Invoke(s, castParams);
         Debug.Log(castParams[0] + castParams );
 
         GameObject go = GameObject.Instantiate(Resources.Load("Spells/s" + id) as GameObject, _caster.transform.position, _caster.transform.rotation) as GameObject;
         casted = true;
     }
 }

And the last one is the main script which treats for base spell behaviour.

 using UnityEngine;
 using System;
 using System.Collections;
 
 public class s1 : MonoBehaviour
 {
     int id = 1; public string data; bool gotData, refreshed;
     public GameObject caster, victim; private bool recieved, isCastingNow;
     Spell s;
     Spell spellComp;
 
     /*WARNING! 
      * SPELL DATA AREA!
     */
     string[] splitedData;
     int damage, requireHP, requireMP, requireSP;
     string name, description;
     float castTime, cooldownTime;
     /*
     /SPELL DATA END AREA!*/
 
     /*public s1(GameObject _caster, GameObject _victim)
     {
         Debug.Log(_caster + "  haahaha " + _victim);
         caster = _caster;
         victim = _victim;
     }*/
 
     void Awake()
     {
         spellComp = GameObject.Find("baseScripts").GetComponent<Spell>();
         data = spellComp.RecieveData();
 
         splitedData = data.Split(new string[] { "->" }, StringSplitOptions.RemoveEmptyEntries);
 
         if(splitedData.Length > 1)
             AdjustRecievedData(); 
     }
 
     void Update()
     {
         if (Input.GetKeyDown(KeyCode.U))
         {
             Debug.Log(data);
         }
 
         if (victim)
         {
             Action();
         }
     }
 
     void Action()
     {
         if (victim.transform.FindChild("SpellDestination") != null)
         {
             this.gameObject.transform.LookAt(victim.transform.FindChild("SpellDestination").position);
         }
 
         else
         {
             this.gameObject.transform.LookAt(victim.transform.position);
         }
 
         StartCoroutine(CooldownHandler(cooldownTime));
     }
 
     public IEnumerator CooldownHandler(float val)
     {
         yield return new WaitForSeconds(val);
         refreshed = true;
     }
 
     public void RecieveCombatData(GameObject _caster, GameObject _victim)
     {
         caster = _caster;
         victim = _victim;
     }
 }
 

But this way of implementation doesent work, because of wrond transposition data... It works if SpellGenerator will have this form: go.GetComponent().RecieveCombatData(c, v); Help me please to carry out this task. Sorry for my English...

Thanks in advance!

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