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Question by EricArmitage · Apr 29, 2020 at 07:00 AM · uicomponentbuttonstoggle button

Reference UI button in Script

Hi I have a scene with about 20 gameobjects with light componments. Each game object has the same script attached which enables/disables the light component using either a keyboard key or joystick button referenced through the input system. This all works fine.

I now want to change the code so the function will also be executed on each game object when I change the state of a toggle UI button. Is there a way of referencing the state of the UI button WITHOUT having to add a separate event within the button for each light game object ?

I want to avoid having to manage the events in the button if possible.

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class LightOnOff : MonoBehaviour

{ private Light myLight;

 // Use this for initialization
 void Start()
 {
     myLight = GetComponent<Light>();
 }

 //public void LightOnOffUIButton()
 //{
 //    myLight.enabled = !myLight.enabled;
 //}


 // Update is called once per frame
 void Update()
 {
     if (Input.GetButtonDown("JSB8"))
     {
         myLight.enabled = !myLight.enabled;
     }

 }

}

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Answer by EricArmitage · May 02, 2020 at 09:35 AM

Ok I don't think you can reference the UI button in the code but you can reference multiple lights to a single UI button by using Game Object tags and using this code in a new game object. It finds the tagged objects and creates an array of them. It then enables / disables all the light components attached to the tagged objects.

using System.Collections; using System.Collections.Generic; using UnityEngine;

 public class UILightSwitch : MonoBehaviour
 {
     public void TurnlightsOnOff()
     {
         GameObject[] myLights = GameObject.FindGameObjectsWithTag("ShortLight");
         for (int i = 0; i < myLights.Length; ++i)
         {
             Debug.Log(i.ToString() + ":  " + myLights[i].name);
             myLights[i].GetComponents<Light>()[0].enabled = !myLights[i].GetComponents<Light>()[0].enabled;
         }
 }
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