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Question by SillyFilly · Oct 04, 2019 at 12:12 PM · prefabinspectorresetvalue

Inspector value resets on prefabs

In my game I have a prefab with a Chest Room class attached, which inherits from a Room class.
alt text
In my GameManager class i have a List, in which in inspector I assigned my room prefabs
alt text
The problem is, that when I try to read rooms danger value in my code, it resets to 0 (Any only that, assigned Transforms and prefab Tiles remains unchanged) as you can see in screenshot below. And obviously I don't change that value in my code in any way.
alt text
After instantiating the prefab, the danger value it's still 0. I can change that by doing it in Start() on Awake() function but obviously I want to check it before instantiating it. Do you know why is it working like that or what I can do to solve my problems? Here is the code of randRoom function:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class GameManager : MonoBehaviour
 {
     public List<Room> rooms = new List<Room>();
     public int corridorDanger;

     public Room randRoom(int curr)
     {
         List<Room> temp = new List<Room>(rooms);
         for (int r = 0; r<temp.Count; r++)
         {
             Debug.Log(rooms[r].danger);
             Debug.Log(temp[r].danger);
         }
         Room room = null;
         for (int i = 0; i < temp.Count; i++)
         {
             Room tempS = temp[i];
             int randomIndex = Random.Range(i, temp.Count);
             temp[i] = temp[randomIndex];
             temp[randomIndex] = tempS;
         }
         for (int t = 0; t< temp.Count; t++)
         {
            if(temp[t].danger + currDanger > 0 || temp[t].danger + currDanger < 0)
             {
                //TODO 
             }
            else
             {
                 room = temp[t];
             }
         }
         return room;
     }
 }
 



,

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Answer by SillyFilly · Oct 04, 2019 at 07:29 PM

I've solved it. Quite stupid mistake.

For anyone having the same problem - values in edit mode (two clicks on prefab) are overwritten by the basic ones (one click).

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