Hi folks!!!
I'm gonna crazy with this :)
I'v a moving box (i call ti enemy) over a sphere, and when I hit it, i want generate other three cubes from the death one that moves in different directions.
So the instatiate function is inside the enemy script, and when I instantiate itself, i want to pass a different rotation for the new cubes (or cube, i'm tring with only one)
Here is my code:
var prefab : GameObject;
private var death : boolean;
var script : Enemy;
var RotationAngle = 20;
var tempo : float;
function Update () {
transform.RotateAround (Vector3.zero, Vector3.right, Time.deltaTime);
transform.RotateAround (Vector3.zero, Vector3.forward, RotationAngle * Time.deltaTime);
}
function Death (death) {
if (death){
Debug.Log("DEATH");
temp = Instantiate(prefab, transform.position, transform.rotation);
script.RotationAngle = 50;
temp.renderer.material.color = Color.red;
Destroy(gameObject);
}
}
In this case I'm tring to pass the RotationAngle for the new instance of the new cube, and I need to call the same script but obviously it doesn't work...:(
Any idea?
Tnx a lot :)