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Question by Sildrugtanni · Jul 30, 2013 at 05:58 PM · collisioncasting

Calling functions from another controller through casting

Hey, everyone!

So in my game, I basically have an enemy that will run after the player after catching them in the line of sight, run into them, and knock them around. Because there will be several enemy types, I decided to make a hit function on the PlayerController which enemies will then call in OnCollisionEnter. The problem I'm running into is summed up with this error:

Type UnityEngine.GameObject' does not contain a definition for hit' and no extension method `hit' of type...

I've tried a variety of methods to try calling this function, and what I'm currently trying to work with is as follows:

  1. Create a function on the PlayerController:

    public void hit(Vector2 force,float timer){

          physicsTimer=timer;
             if (physicsTimer <= (timer-0.1)){
             this.rigidbody.AddForce((new 
                 Vector3(force.x*200,0,force.y*200)));
             }
         }
     
    
    

-Just as an fyi, the physicsTimer is part of another portion of my code which disables the CharacterController on my player for a period of time so that physics can take over the collision.

  1. On the Enemy Controller, create a GameObject (private GameObject Player).

  2. On Start, use Find to define that GameObject (player = GameObject.Find("Player"))

  3. Set up OnCollisionEnter on the EnemyController:

    void OnCollisionEnter(Collision collision){

          ContactPoint contact = collision.contacts[0];
             Vector2 pos = contact.point;
             if (collision.gameObject.name == "Player"){
                 player.hit(pos,2f);
             }
         }
     
    
    

It's on that final line of the OnCollisionEnter portion -- player.hit(pos,2f) -- that I run into the trouble. I'm trying to call the hit function without using GetComponent, but I'm not sure if that's possible. Thank you for your time!

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Answer by jacobschellenberg · Jul 30, 2013 at 06:03 PM

I understand how you may feel about the GetComponent. I too don't like that it has to be called that way, but unfortunately we have to do it to obtain a reference to the object in which we want to affect. So we deal with it :)

Thus, this is what I recommend:

 collision.gameObject.GetComponent<PlayerController>().hit();

In your OnCollisionEnter there is no reference to the player, so you cannot just call player.hit(). However, you can obtain a reference through the collision variable declared in

OnCollisionEnter(Collision collision)

Using that collision reference, you can than ask for the gameObject that collision is assosicated with, grab the PlayerController component and call the Hit() method.

Also, just a side note, in C# it is language appropriate for methods to start with a capital. Hit() not hit().

Hope this helps.

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avatar image Sildrugtanni · Jul 31, 2013 at 04:01 PM 0
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Thanks for the response (and the syntax advice), Jacob! I've been co$$anonymous$$g to realize I'd have to use GetComponent, so no big deal. I'll give this a shot and see how it turns out.

avatar image jacobschellenberg · Jul 31, 2013 at 04:14 PM 0
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Glad I could help :) Don't forget to mark this as the answer.

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