Hi,
What I'd like to do, is to be able to choose a type of character, CharacterA or CharacterB, both with different functionality and load their script onto a my Player GameObject. If I choose CharacterA I should load CharacterA's script, and should be able to use the functionality that I have programmed for that script. If I choose CharacterB I should be able to load that different functionality, so on and so forth.
From What I understand I can use the: FoobarScript fbs = gameObject.AddComponent(); reference in the documentation. I am not getting any errors, just what I want to happen, isnt. Here is a snippet of code to show what is relevent to my problem:
`// GUI Script for the “Select Your Character” Scene
void OnGUI()
{
GUI.Box (new Rect (0, 0, Screen.width, Screen.height), “Select Your Character”);if (GUI.Button (new Rect (100,100,200,20), "CharacterA")) { userCharacter = 1; // back up plan? ;x CharacterA CharA = gameObject.AddComponent<CharacterA>(); Application.LoadLevel("CharacterCreationScreen"); // Proceed into game } if (GUI.Button (new Rect (100,160,200,20), "CharacterB")) { userCharacter = 2; CharacterB CharB = gameObject.AddComponent<CharacterB>(); Application.LoadLevel("CharacterCreationScreen"); // Proceed into game }
}
`
But I dont see the functionality, indicating that the script did not load..while in game. I include a standalone statement in the script, namely, a Debug.Log("hi") and I do see that appear directly after I select CharacterB. But I do not experience the functionality in the in-game scene.
I also disabled any scripts for the Player (GameObject) before running each scene. As always any help is very much appreciated.