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Question by umutisg · Dec 06, 2021 at 03:58 PM · c#collisioninstantiatevalues

Adding different values to randomly created objects

Hi, right now my code spawns random objects from a prefab and assigns random values to them. The problem is, when the character collides with any of them the destroy function takes the value of the last created object. I want to take value of the object that collides with my character. How can I do this.

This is my script to create enemies. (Attached to "Main Camera").

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 
 public class EnemySpawn : MonoBehaviour
 {
 
     public GameObject enemyPrefab;
     public float respawnTime = 1.0f;
     private Vector2 screenBounds;
     
 
 
     void Start() 
     {
         StartCoroutine(enemyWave());    
     }
 
     void Update()
     {
 
         screenBounds = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height, Camera.main.transform.position.z));
         
     }
 
 
     private void spawnEnemy()
     {
         GameObject a = Instantiate(enemyPrefab) as GameObject;
         a.transform.position = new Vector2(Random.Range(-screenBounds.x, screenBounds.x), screenBounds.y);
         
 
     }
     
     IEnumerator enemyWave()
     {
         while(true)
         {
             yield return new WaitForSeconds(respawnTime);
             spawnEnemy();
         }
         
     }
 }
 

This is my script for the enemies. (Attached to "Enemy" Prefab).

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using TMPro;
 
 
 public class Enemy : MonoBehaviour
 {
     public float speed = 10.0f;
     private Rigidbody2D rb;
     private Vector2 screenBounds;
     public TextMeshProUGUI textEnemy;
     public static int enemyValue;
     private int characterV;
 
     
 
     void Start()
     {
         rb = this.GetComponent<Rigidbody2D>();
         rb.velocity = new Vector2(0, -speed);
         screenBounds = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height, Camera.main.transform.position.z));
 
     }
 
     void Awake() 
     {
         characterV = GameObject.Find("Character").GetComponent<Destroying>().characterValue;
         GameObject[] objs;
             objs = GameObject.FindGameObjectsWithTag("Enemy");
             foreach(GameObject Enemy in objs) 
             {
                 enemyValue = Random.Range((characterV / 2) - 2, (characterV * 2) - 2);
                 textEnemy.text = enemyValue.ToString();
             }
     }
     void Update()
     {   
 
         
         
         
 
         if(transform.position.y < -screenBounds.y)
         {
             Destroy(this.gameObject);
         }
     }
 }
 

This is my script for collision. (Attached to "Character" GameObject).

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using TMPro;
 
 public class Destroying : MonoBehaviour
 {
 
 public int characterValue = 10;    
 [SerializeField] float destroyDelay = 0 ;
 private static int enemyV;
 public TextMeshProUGUI textChar;
 
 
     void OnTriggerEnter2D(Collider2D other) 
     {
        if (other.tag == "Enemy" ) 
        {
             //enemyV = GameObject.FindWithTag("Enemy").GetComponent<Enemy>().enemyValue;
             enemyV = Enemy.enemyValue;
             if(enemyV > characterValue){
                 Debug.Log("Öldü");
                 Debug.Log(enemyV);
                 Debug.Log(characterValue);
             }
             Destroy(other.gameObject , destroyDelay );
             //characterValue = characterValue + enemyV;
             //Debug.Log("Yeni Karakter Değeri = " + characterValue);
        }
     }
 
     void Update()
     {
         textChar.text = characterValue.ToString();
     }
 }
 
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