Controlling a GameObject from another GameObject's script component
- by OhMrBigshot
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:
Cubes[x].hasFlag = true; - No access.
Making a function such as Cubes[x].setHasFlag(true) - still no access.
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?