Skip to main content

Referencing another script..

So, here's how it's done.

function addingExp(){
    var level = gameObject.Find("Player").GetComponent(Level);
    level.experience +=50;
}

Explanation:


gameObject.Find("Player")
 Finds the object the script it attached to. Player is the name of the object, note that the name has to be in quotations.

GetComponent(Level)
Finds the name of the script.

level.experience +=50;
level is calling the variable that we just set above, experience is a variable within the script that were calling on in the code.




If you wanted to call a function from another script, it would be something like this...


function addingExp(){
    var level = gameObject.Find("Player").GetComponent(Level);
    level.DoSomething();
}

Calling on different scripts is great for any game, especially for making a point system or creating something like an RPG to keep up with levels and everything. 

Comments

Post a Comment

Popular posts from this blog

How To Import and Use Fonts

-Made by Chrome Fx Films

To use different fonts in your game, your going to have to acquire some fonts. You can go somewhere like 1001 free fonts and download ones you like and want to use.

When you download the file, you'll need to extract the file if its in  a .zip

The text file should have the extension .ttf. If you text files have a FFIL extension, simply rename the font file (yourname.ttf).
Drag the text file into unity to import. By default the Character variable should be labeled Dynamic.

The Dynamic setting means  that Unity won't pre-generate the texture, so if you look at your material containing your font, It probably will be blank. (read more here)
Now your over all objective should be getting your font to look like this (unless you prefer dynamic):
Where the characters of the font are not jumbled up and visible.
Now usually all you have to do to achieve this is change the Character variable from Dynamic to Unicode.
and that should work.
Now what some people over…

Handling Music and Sound Effects In Your Games

Initiative  While developing Treva's Adventure I had to figure out a way to handle multiple music tracks and sound effects in a clean manner or suffer horribly.  What was going to help me achieve a simple solution was taking all the different sounds and centralizing them in a single class in order to black box them.  Any other code trying to play a sound wouldn't even know the sound file's name.  All code trying to play a music track would reference a enum that defines all the track names.
Defining The Class Creating The Enum When I first started defining types in my enumeration,  I was naming the types to be exactly like the file name.  For a scary sound effect I had found a file named "ghost breath".  So around my code would be scattered lines like SoundManager.Play(SoundEffectType.GhostBreath);  This was fine until I found a sound that better fit the situation it was being used in,  and decided to use "ghost breath" for a different situation like a …

Don't Destroy On Load..

So if you want to keep an object or script that keeps up variables (or for any other reason) when you go from scene to scene, you need to attach a don't destroy on load static function, which goes something like this:

function Awake () {
    DontDestroyOnLoad (transform.gameObject);
}

The Awake function is call only once, when all the objects in the scene have been created. Read more about it here.

DontDestroyOnLoad has what ever is in the ( ) to not be destroyed when creating a new scene.

(transform.gameObject) is what will not be destroyed when the new scene is loaded, in this case, it will be the game object and all it's children the script is attached to.