Controlling a GameObject from another GameObject's script component

Posted by OhMrBigshot on Game Development See other posts from Game Development or by OhMrBigshot
Published on 2012-07-05T13:09:30Z Indexed on 2012/07/05 15:24 UTC
Read the original article Hit count: 313

Filed under:
|

I'm creating a game where when starting the game, a Cube is duplicated GridSize * GridSize times when the game starts. Now, after the cubes are duplicated I want to attach a variable to them, say "Flag" which is a bool, from another script component (let's say I have a Prefab that generates the cloned cubes).

In short, I have something like this:

CreateTiles.cs : Attached to Prefab

void Start() {
    createMyTiles(); // a function that clones the tiles
    flagRandomTiles(); // a function that (what I'm trying to do) "Flags" 10 random cubes
}

CubeBehavior.cs : Attached to each Cube

public bool hasFlag;
// other stuff

Now, I want flagRandomTiles() to set a Cube's hasFlag property via code, assuming I have access to them via a GameObject[] array.

Here's what I've tried:

  1. Cubes[x].hasFlag = true; - No access.
  2. Making a function such as Cubes[x].setHasFlag(true) - still no access.
  3. Initializing Cubes as a CubeBehavior object array, then doing the above - GameObjects can't be converted to CubeBehaviors - I get this error when I try to assign the Cubes into the array.

How do I do this?

© Game Development or respective owner

Related posts about c#

Related posts about unity