Im extremely new to programming so bear with me.
public void clickWood()
{
//Check If The Player Has Gotten Wood Previously
if(_hasWood == false)
{
GameObject newItem = Instantiate(wood_prefab) as GameObject;
//Initial Displayed Name
newItem.GetComponent<ButtonSetter>().setName("WOOD: ");
//Starts with 0 Wood, set to 1
newItem.GetComponent<ButtonSetter>().item_count += 1;
newItem.transform.SetParent(GameObject.Find("Content").transform,false);
//Got their first wood, should run else from now on
_hasWood = true;
}
else
{
//SEE CONTINUED POST
}
}
So, within the else statement, I want to basically say,
They got their first wood, so we created a panel to display information about the wood they have. Now I want to say, since we have already instantiated the displayPanel, we just want to work from that and adjust the object’s variable that controls the integer part of “Wood: 0”
This should be
newItem.GetComponent<ButtonSetter>().item_count
But if I try accessing that within the else statement as shown:
newItem.GetComponent<ButtonSetter>().item_count += 1;
It tells me that newItem does not exist within the current context. How can I Instantiate something under certain conditions, then after the condition was met, take the instantiated object and work with its script/variables?
Here is a Visual Representation of my question