I want to change all the problematic static variables to non static, but I can't seem to make it work, I've already tryed with the http://docs.unity3d.com/410/Documentation/ScriptReference/index.Accessing_Other_Game_Objects.html without success.
Script I want to change:
#pragma strict
var playerTransform : Transform; //Store the player transform
var theTextComponent : UI.Text;
function Start () {
playerTransform = gameObject.Find("Rabbit").transform;
}
function OnTriggerEnter (other : Collider) {
//Is it the Player who enters the collider?
if (!other.CompareTag("Player"))
return; //If it's not the player dont continue
//Is this transform equal to the transform of checkpointArrays[currentCheckpoint]?
if (transform == playerTransform.GetComponent(CarCheckpoint).checkPointArray[CarCheckpoint.currentCheckpoint].transform) {
//Check so we dont exceed our checkpoint quantity
if (CarCheckpoint.currentCheckpoint + 1().material.color.a = 0.2;
}
playerTransform.GetComponent(CarCheckpoint).checkPointArray[CarCheckpoint.currentCheckpoint].GetComponent.().material.color.a = 0.8;
}
Script to reference from:
#pragma strict
var checkPointArray : Transform[]; //Checkpoint GameObjects stored as an array
static var currentCheckpoint : int = 0; //Current checkpoint
static var currentLap : int = 0; //Current lap
static var startPos : Vector3; //Starting position
function Start () {
//Set a simple visual aid for the Checkpoints
for (objAlpha in checkPointArray) {
objAlpha.GetComponent.().material.color.a = 0.2;
}
checkPointArray[0].GetComponent.().material.color.a = 0.8;
//Store the starting position of the player
startPos = transform.position;
}
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