I am developing a 2D sidescroller. One of the basic mechanics of the game is that the player can choose between being on the foreground of the level or on the background of the level (deviating from the obstacles accordingly).
Since I´m developing it in pure 2D form, I´m having to “simulate” the depth of the level.
For that, I created four scripts:
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One of them turns OFF the FOREGROUND objects collider (TurnOffCollisionForeground)
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The other turns OFF the BACKGROUND objects collider (TurnOffCollisionBackground)
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The other turns ON the BACKGROUND objects collider (TurnOnCollisionForeground)
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And the other turns ON the BACKGROUND objects collider (TurnOnCollisionBackground)
TurnOffCollisionForeground
using UnityEngine;
using System.Collections;
public class TurnOffCollisionForeground : MonoBehaviour
{
private BoxCollider2D boxCollider;
// Use this for initialization
void Start()
{
boxCollider = GetComponent<BoxCollider2D>();
}
public void OnCollisionEnter2D()
{
boxCollider.enabled = false;
}
// Update is called once per frame
void Update()
{
OnCollisionEnter2D();
}
}
TurnOffCollisionBackground
using UnityEngine;
using System.Collections;
public class TurnOffCollisionBackground : MonoBehaviour
{
private BoxCollider2D boxCollider;
// Use this for initialization
void Start()
{
boxCollider = GetComponent<BoxCollider2D>();
}
public void OnCollisionEnter2D()
{
boxCollider.enabled = false;
}
// Update is called once per frame
void Update()
{
OnCollisionEnter2D();
}
}
TurnOnCollisionForeground
using UnityEngine;
using System.Collections;
public class TurnOnCollisionForeground : MonoBehaviour {
private BoxCollider2D boxCollider;
// Use this for initialization
void Start()
{
boxCollider = GetComponent<BoxCollider2D>();
}
public void OnCollisionEnter2D()
{
boxCollider.enabled = true;
}
// Update is called once per frame
void Update()
{
OnCollisionEnter2D();
}
}
TurnOnCollisionBackground
using UnityEngine;
using System.Collections;
public class TurnOnCollisionBackground : MonoBehaviour {
private BoxCollider2D boxCollider;
// Use this for initialization
void Start()
{
boxCollider = GetComponent<BoxCollider2D>();
}
public void OnCollisionEnter2D()
{
boxCollider.enabled = true;
}
// Update is called once per frame
void Update()
{
OnCollisionEnter2D();
}
}
To check in what layer of depth the player is, I wrote the SendStatus script (which is attached to the player). In this script, inside the CurrentStatus() function (which is repeatedly called in Update() ) I check for player answer regarding the choice of layer - which he transits between by pressing the space bar.
The main thing here is that I want to use the SendStatus script to activate other scripts (TurnOffCollisionBackground, TurnOffCollisionForeground…) which are in OTHER game objects (prefab objects that contain said scripts).
Observation : on Start(), I initialize the player in the foreground layer (which is where he is supposed to start the game on)
To do that, I tried referencing those scripts in the SendStatus script and enabling/disabling them accordingly, as you can check below:
using UnityEngine;
using System.Collections;
public class SendStatus : MonoBehaviour {
//This script in on the player
public bool isOnForeground;
public bool isOnBackground;
private TurnOffCollisionBackground offBack;
private TurnOnCollisionBackground onBack;
private TurnOffCollisionForeground offFore;
private TurnOnCollisionForeground onFore;
// Use this for initialization
void Start ()
{
isOnForeground = true;
isOnBackground = false;
offBack = GetComponent<TurnOffCollisionBackground>();
onBack = GetComponent<TurnOnCollisionBackground>();
offFore = GetComponent<TurnOffCollisionForeground>();
onFore = GetComponent<TurnOnCollisionForeground>();
offBack.enabled = true;
onBack.enabled = false;
offFore.enabled = false;
onFore.enabled = true;
}
public void CurrentStatus()
{
if (Input.GetKeyDown(KeyCode.Space))
{
if (isOnForeground == true && isOnBackground == false)
{
isOnForeground = false;
isOnBackground = true;
offBack.enabled = false;
onBack.enabled = true;
offFore.enabled = true;
onFore.enabled = false;
}
if (isOnForeground == false && isOnBackground == true)
{
isOnForeground = true;
isOnBackground = false;
offBack.enabled = true;
onBack.enabled = false;
offFore.enabled = false;
onFore.enabled = true;
}
}
}
// Update is called once per frame
void Update ()
{
CurrentStatus();
}
}
However, this solution is not working properly. When I run the game and I check the scripts in the obstacles, they don´t alternate accordingly (activating or deactivating).
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To sum up - my main problem is finding a way to activate and deactivate scripts on other game objects (the obstacles) from another script (SendStatus) in a different game object (the player)