Hi everyone,
I have a script Clock_Time_Final.cs that changes the public int time using a coroutine.
Then I have a script rosstophermove2.cs that I need to access whatever value Clock_Time_Final.cs’s int currently is.
Here’s what I have for Clock_Time_Final.cs (which definitely is working on its own):
using UnityEngine;
using System.Collections;
public class Clock_Time_Final : MonoBehaviour {
public int time;
void Start () {
StartCoroutine(TimeItself());
}
IEnumerator TimeItself(){
time = 6;
yield return new WaitForSeconds (3);
time = 7;
yield return new WaitForSeconds (3);
time = 8;
}
}
Then for the script trying to access it:
using UnityEngine;
using System.Collections;
public class rosstophermove2 : MonoBehaviour {
public Transform target;
public float speed;
public int thetime;
public Transform clock;
void Start () {
Clock_Time_Final clockscript = clock.GetComponent<Clock_Time_Final> ();
clockscript.time = thetime;
}
void Update () {
if (thetime == 8){
//Everything below this is irrelevant right now :)
The game runs, there are no errors or anything. And I’ve drag and dropped all the correct transforms in the correct places… it’s just that the rosstophermove2.cs script stays as 0 whilst the time int is definitely changing with Clock_Time_Final.cs.
Any ideas what I’ve done wrong?
Thanks very much,
Aaron