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Question by Twokarasu · Mar 23, 2018 at 01:17 PM · c#gameobjectinstantiate

Problems instatiating one gameobject but not others

I have a struct, City, that has a function called Init, in where I create a new Citizen and try to assign a Gameobject to its myModel variable via the Instantiate function. (Line 21) However, I get the error "an object reference is required for the non-static field".

When I do the same in the function CreateRoads, I create a Gameobject roadPrefab via the Instantiate function, it work. (Line 72)

What am I doing wrong in the first part?

 public GameObject roadPrefab;
 public GameObject citizenPrefab;
 
 struct City
 {
     public void Init(int aCitizenAmount)
     {
         myHouses = new List<GameObject>();
         myCitizens = new List<Citizen>();
         Quaternion rotation = new Quaternion(0.0f, 0.0f, 0.0f, 0.0f);
             
             for (int index = 0; index < aCitizenAmount; ++index)
             {
                 Citizen newCitizen = new Citizen();
                 newCitizen.myCityPosition = myPosition;
 
                 float randomFloat = Random.Range(0.0f, 360.0f);
                 newCitizen.Init(randomFloat);
                 newCitizen.myPosition = new Vector3(newCitizen.myCityPosition.x + Mathf.Cos(newCitizen.GetWanderTime()) * 3.0f, 0.0f, newCitizen.myCityPosition.z + Mathf.Sin(newCitizen.GetWanderTime()) * 3.0f);
                 
                 citizen.myModel = Instantiate(citizenPrefab, newCitizen.myPosition, rotation);
             }
 
         }
         public void SetPosition(Vector3 aPosition){ myPosition = aPosition; }
         public Vector3 GetPosition()
         {
             return myPosition;
         }
 
         private Vector3 myPosition;
         private List<GameObject> myHouses;
         public List<Citizen> myCitizens;
         private GameObject myCitizenModel;
     }
 
 
 void CreateRoads()
     {
         if (roadsList.Count > 0)
         {
             for (int i = roadsList.Count - 1; i >= 0; i--)
             {
                 Destroy(roadsList[i].gameObject);
             }
         }
 
         Quaternion rotation = new Quaternion(0, 0, 0, 0);
         if (citiesList.Count > 1)
         {
             for (int index = 0; index < citiesList.Count; ++index)
             {
                 Vector3 closestCityPos = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
                 float distBetweenCities = float.MaxValue;
                 for (int cityIndex = 0; cityIndex < citiesList.Count; ++cityIndex)
                 {
                     if (citiesList[index].GetPosition() == citiesList[cityIndex].GetPosition())
                     {
                         continue;
                     }
                     float currentDist = (citiesList[index].GetPosition() - citiesList[cityIndex].GetPosition()).magnitude;
 
                     if (distBetweenCities > currentDist && currentDist < 50.0f)
                     {
                         distBetweenCities = currentDist;
                         closestCityPos = citiesList[cityIndex].GetPosition();
                     }
                 }
                 Vector3 roadPos = new Vector3();
 
                 roadPos = closestCityPos - 0.5f * (closestCityPos - citiesList[index].GetPosition());
                 GameObject roadInstance = Instantiate(roadPrefab, roadPos, rotation);
                 float dist = (closestCityPos - citiesList[index].GetPosition()).magnitude / 2;
                 roadInstance.transform.localScale += new Vector3(0.0f, dist, -0.9f);
 
                 float angle = Vector3.SignedAngle(closestCityPos - citiesList[index].GetPosition(), Vector3.forward, Vector3.up);
 
                 roadInstance.transform.Rotate(Vector3.right * 90.0f - Vector3.up * angle);
                 roadsList.Add(roadInstance);
             }
         }
     }

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