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Question by GaryOPostle · Mar 27, 2015 at 03:37 PM · collisionenemycollideenemies

How to access a bool of a specific clone in a collision

So I have a ship flying around and there are these enemies spawning continuously. My problem is that I wanted to make it so that the enemies are safe to fly into for a second after they spawn. The problem I have is that these enemies are all clones and I don't know how to access the individual bool 'isDangerous' for each individual enemy on collision. Thankyou for your help

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avatar image NoseKills · Mar 27, 2015 at 03:41 PM 0
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If isDangerous is not static, each object has their own isDangerous. Just check the variable from the script on the object the player collided with. Show us some code and we can help more

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Answer by Neamtzu · Mar 27, 2015 at 03:42 PM

 void OnCollisionEnter(Collision collision) {
         if(collision.collider.gameObject.tag == "Enemy") {
             var script = collision.collider.gameObject.GetComponent <EnemyScriptComponent> (); 
             if(script.isDangerous) {
                 //kill him
             }
             else {
                 //ignore it
             }
         }
     }

This should do the job. Instead of tag, you can use name, or if you don't have other colliders in scene, you can ignore that if. Instead of EnemyScriptComponent use your enemy script. IsDangerous should be public but not static.

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