Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Romano185 · Mar 23, 2012 at 09:58 PM · gameobjectcollidertriggerparenttag

Reaching a gameobject from its collider

Hi everyone

I've been writing this new script, which I use to attack the enemies in the game. I want the player to lower the health variable of the enemy when the enemy is inside the trigger and the player presses a button. For this I want to reach the gameobject which enters the trigger so I can change its health value. This is my script, it's attached to a trigger which is a child of the player.

 var otherobject : Transform;
 var cooldown : boolean = false;
 var activetexture : GUIStyle;
 var inactivetexture : GUIStyle;
 var usedtexture : GUIStyle;
 var enemyhealth : EnemyHealth;
 static var interval : float;
 
 
 function Start (){
 
 usedtexture = activetexture; 
 interval = 10;
 
 }
 
 
 function OnTriggerStay(Trigger : Collider){
 if (Trigger.tag == "Enemy" && otherobject == null){
 otherobject = THE OBJECT TO WHICH THE COLLIDER WHICH ENTERS THE TRIGGER IS ATTACHED;
 enemyhealth = otherobject.GetComponent(EnemyHealth);
 }
 else {
 otherobject = null;
 enemyhealth = null;
 }
 }
 
 function OnGUI (){
 if (GUI.Button (Rect(0,500,100,100),GUIContent("Attack"),usedtexture) && otherobject != null && cooldown == false){
 enemyhealth.enemyhealth -= 50;
 cooldown = true;
 Timer();
 }
 }
 
 
 
 function Timer (){
 
 if(cooldown == true){
 usedtexture = inactivetexture;
 yield WaitForSeconds(interval);
 cooldown = false;
 usedtexture = activetexture;
 }
 }

How can I find the GameObject?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

3 Replies

· Add your reply
  • Sort: 
avatar image
2

Answer by DaveA · Mar 23, 2012 at 10:04 PM

Collider.gameObject in your case Trigger.gameObject

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
1
Wiki

Answer by Shadamer · Jan 01, 2014 at 11:18 PM

You might consider maintaining a list of enemies (however you choose, List, Array, GameObject[], etc) that come in contact with your character, i.e. (PseudoCode)

function OnTriggerEnter(Trigger: Collider){ myList.add(Trigger.gameObject); }

function OnTriggerExit(Trigger: Collider){ myList.remove(Trigger.gameObject); }

function Update(){ // do your random stuff here doStuffTo(myList.GetElementAt(Random.Range(0,myList.Count))); }

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by Romano185 · Mar 23, 2012 at 10:32 PM

Thanks very much, it works great. But the script strangely only accepts the topmost enemy in the hierarchy panel. How can I make it accept all the enemies in a random order?

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Trigger can't see the enemy 2 Answers

Parent Script accessing Child components 1 Answer

Undefind tag? 0 Answers

Child collider triggering parent collider effects. 1 Answer

Check Trigger Collision's Name/Tag 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges