Access variables and functions of different components in Unity
In Unity, accessing variables and functions in other scripts is a very common need. By default, variables and functions in a script are private and cannot be accessed from outside the script. To allow other scripts to access them, they need to be made public.
For example, consider a scene containing a player and an enemy, each with its own script (Character_Stats and Enemy_Stats). In this case, accessing the Health variable of the Enemy_Stats script from the Character_Stats script requires a workaround, as shown in the following code:
void OnCollisionEnter(Collision collision) { if (collision.gameObject.tag == "Enemy") { collision.gameObject.GetComponent<enemy_stats>().Health = collision.gameObject.GetComponent<enemy_stats>().Health - gameObject.GetComponent<character_stats>().AttackDamage; if (collision.gameObject.GetComponent<enemy_stats>().Health < 0) { Destroy(collision.gameObject); } } }
Make variables and functions public
To avoid this workaround, make the Health variable and any functions you want to access from other scripts public. Here’s how to do it:
public class Enemy_Stats : MonoBehaviour { public float Health; void Start() { } public void TakeDamage(float damage) { Health -= damage; } }
Access public variables and functions
You can now access the Health variable from another script using the Find and GetComponent functions and call the TakeDamage function:
public class Character_Stats : MonoBehaviour { GameObject enemyObj; Enemy_Stats enemyStats; void Start() { enemyObj = GameObject.Find("EnemyGameObject"); enemyStats = enemyObj.GetComponent<Enemy_Stats>(); } void AttackEnemy() { enemyStats.TakeDamage(AttackDamage); if (enemyStats.Health <= 0) { Destroy(enemyObj); } } }
By making variables and functions public, you can easily access and manipulate them from other scripts, saving time and effort in your Unity project.
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