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Question by superlol · Mar 15, 2011 at 04:34 PM · instance

Instance itself

Hi folks!!!

I'm gonna crazy with this :)

I'v a moving box (i call ti enemy) over a sphere, and when I hit it, i want generate other three cubes from the death one that moves in different directions.

So the instatiate function is inside the enemy script, and when I instantiate itself, i want to pass a different rotation for the new cubes (or cube, i'm tring with only one)

Here is my code:

var prefab : GameObject; private var death : boolean;

var script : Enemy;

var RotationAngle = 20; var tempo : float;

function Update () { transform.RotateAround (Vector3.zero, Vector3.right, Time.deltaTime); transform.RotateAround (Vector3.zero, Vector3.forward, RotationAngle * Time.deltaTime); }

function Death (death) { if (death){ Debug.Log("DEATH");

     temp = Instantiate(prefab, transform.position, transform.rotation); 

     script.RotationAngle = 50;

     temp.renderer.material.color = Color.red;
     Destroy(gameObject);
     }

}

In this case I'm tring to pass the RotationAngle for the new instance of the new cube, and I need to call the same script but obviously it doesn't work...:(

Any idea?

Tnx a lot :)

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Answer by superlol · Mar 15, 2011 at 05:16 PM

Solved getting the script by type :)

var prefab : GameObject; var temp : GameObject; var death : boolean; var RotationAngle : float = 20;

function Update () { transform.RotateAround (Vector3.zero, Vector3.right, Time.deltaTime); transform.RotateAround (Vector3.zero, Vector3.forward, RotationAngle * Time.deltaTime); }

function Death (death) { if (death){ Debug.Log("DEATH");

     temp = Instantiate(prefab, transform.position, transform.rotation); 
     temp.GetComponent(Enemy).RotationAngle = 50;
     temp.renderer.material.color = Color.red;
     Destroy(gameObject);
     }

}

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Answer by networkZombie · Mar 15, 2011 at 04:48 PM

this just a guess but try adding var in front of temp when you instantiate the cube.

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