I have some code that determines the movement path between two sets of coordinates contained within a script (TileMoverScript) that is itself a component of the TileMover gameobject. In order to access it, I instantiate an instance of TileMover, access a public method within TileMoverScript, and then destroy the instance of TileMover.
There’s just one problem: Destroy isn’t destroying the gameobject.
Here is my code:
List<string> movesSeq = null;
GameObject moveTileInstance = Instantiate( Resources.Load( "TileMover" ) , new Vector3( 0 , 0 , 0 ) , Quaternion.identity ) as GameObject;
TileMoverScript tileScript = moveTileInstance.GetComponent<TileMoverScript>();
tileScript.passData( battlefieldScript , unitData.uniqueID , destination[0] , destination[1] , unitData.coords , largerDimension , moveType , moveableSpots , moverArmy , 0 );
bool foundpath = tileScript.findMovesSequence();
if( foundpath == true ) {
movesSeq = tileScript.movesSeq;
}
Destroy( moveTileInstance );
Any idea what the deal is here?