Hi,
I'm integrating AngelScript into our game engine and I'm facing one problem I would like to ask here.
Lets say I have a GameObject class, which can own a asIScriptObject* and call function in it. (Like in the "game" sample).
I have two GameObjects, "Go1" with "player.as" and "Go2" with "zombie.as"
If a player kills a zombie, a function "void Kill()" must be called from player.as inside the zombie.as script.
I would like to avoid using a Send/Receive message function but to directly call Kill() inside player.as (a lots like in Unity) :
class player
{
//This is call from the engine on the GameObject's controller script:
void DoSomething()
{
GameObject go2 = Engine.FindObjectByName("Go2");
//What I would like to do, or something like that:
Controller go2Controller = go2.GetController("zombie");
go2Controller.kill();
}
}
The "void Kill()" function is unknown from the engine, but an "instance" of zombie.as is created in Angelscript's engine. Can I get that instance and call function on it? I'm lost here.
Thank you very much