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Question by Ryujose · Dec 26, 2014 at 03:54 AM · getcomponenttaghierarchystate

PowerUp mechanics doesn't works

Hello community.

I've a problem on the state to switch on and off the script components when a int variable comes true.

For example:

  void Start()
 
 {
 
 DisparoFase1Jugador = GameObject.FindWithTag("DisparoFase1Jugador");
 
 
 }

 public void PowerUpState()
     {
         if (powerUp == 1)
         {
            DisparoFase1Jugador.GetComponent<ArmaScriptJugador1Fase2>().enabled = false;
         }
         
     }


I've done a debug.log and it's catching the value 1.

On Hierarchy it's like this:

Jugador_1 = As a parent. Tag is = Player.

Disparo1 = As a child of Jugador_1. Tag is = DisparoFase1Jugador.

Disparo2 = As a child of Jugador_1. Tag is = DisparoFase2Jugador.

Some idea guys? Thanks for the help.

Regards.

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avatar image Shinyclef · Dec 26, 2014 at 06:17 AM 0
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This question is a little bit hard to answer as the question is not as clear as it could be.

When you used Debug.Log, did you put it inside the if (powerUp == 1) check? In other words, have you checked that the 'enabled = false' line is reached?

avatar image ELeigh · Dec 26, 2014 at 01:27 PM 1
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Hi, a bit more information would be nice. Like when is PowerUpState called?

avatar image Ryujose · Dec 26, 2014 at 10:32 PM 0
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Your question has help me Eleigh. It was not functional at last because I didn't called on the condition. Now I'm calling inside here and by the momento it Works.

void OnTriggerEnter2D(Collider2D colisionador) {

     //Colisionador con trigger PowerUp
     if (colisionador.gameObject.tag == "PowerUp")
     {
         PowerUpIncrement();
         Debug.Log(powerUp);
         PowerUpState();
     }
 }

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