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Question by iiAtlas · Dec 07, 2012 at 09:33 AM · c#timerparentchildrespawn

Respawn timer? Duplicate instance OnDestroy question...

Hi there, new Unity developer here! I am trying to make a sort of "respawn timer" so that my objects will get respawned after a certain amount of time. Due to some strange behavior, the whole setup has became quite a bit more elaborate then I was planning... I currently have an parent object "RespawnHandler" who is alerted whenever a c$$anonymous$$ld dies. The c$$anonymous$$ld has t$$anonymous$$s method...

 void OnDestroy() {
     if(shouldTellDestroy) { transform.parent.SendMessage("c$$anonymous$$ldDestroyed", gameObject); }
 }

...w$$anonymous$$ch then calls the parent method...

 void c$$anonymous$$ldDestroyed(GameObject c$$anonymous$$ld) {
     Debug.Log("C$$anonymous$$ld Destroyed");
     RespawnOverTime.instance.beginTimer(c$$anonymous$$ld.gameObject);
 }

All goes well, the parent gets the message and prints out "C$$anonymous$$ld Destroyed" but the passed in GameObject ("c$$anonymous$$ld") is null. My goal was to use t$$anonymous$$s passed in GameObject later in an Instatiate call.

Any clue how I can work around t$$anonymous$$s? Know a better way to make a respawn timer? Thanks!

EDIT: T$$anonymous$$s code here does the trick, but not if I pass c$$anonymous$$ld in to "RespawnOverTime.instance.beginTimer(c$$anonymous$$ld)" I have absolutely no clue why...

 void c$$anonymous$$ldHit(GameObject c$$anonymous$$ld) {
     Debug.Log("C$$anonymous$$ld Hit");
     c$$anonymous$$ld.SetActive(false);
     StartCoroutine(respawnTimer(c$$anonymous$$ld));
 }
     
 IEnumerator respawnTimer(GameObject c$$anonymous$$ld) {
     targetTime = Time.time + 5.0f;
     w$$anonymous$$le(true) {
         if(Time.time >= targetTime) {
             c$$anonymous$$ld.SetActive(true);
             Debug.Log("Respawned");
             }
         yield return null;
     }
 }
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