How to Call a Script from Another Script

How to call a function is a script from another script in unity

Use Get GetComponent to get it.

public void OnTriggerEnter2D(Collider2D coll) 
{
//I want to call the script here
if(coll)
{
WhatYouWant gotit = coll.gameObject.GetComponent<WhatYouWant>();
if(gotit)
{
//call some function with it.
}
}
}

How to call another script in Office scripts?

OfficeScripts does not currently have a facility for calling functions in other script files. If that's something that you think would be super interesting for you, you can request it as a feature on User Voice using the link here - https://excel.uservoice.com/forums/274580-excel-for-the-web?category_id=143439

-Jim

How to call a bash script from another script?

You can reduce this to a minimal example:

#!/bin/bash
while read line
do
echo line is $line

echo "prompt"
read -p "Enter username : " username

echo username is $username

done < user.txt

Now the problem is clear: the script reads everything from user.txt.

Only read should read from user.txt. We can tell read to do this by means of a file descriptor:

#!/bin/bash

exec 3< user.txt # open the file, give it File Descriptor 3

while read -r -u3 line
do
echo line is $line

echo "prompt"
read -p "Enter username : " username

echo username is $username

done

exec 3<&- # close the file

Can I call a function of a shell script from another shell script?

Refactor your second.sh script like this:

func1 {
fun="$1"
book="$2"
printf "func=%s,book=%s\n" "$fun" "$book"
}

func2 {
fun2="$1"
book2="$2"
printf "func2=%s,book2=%s\n" "$fun2" "$book2"
}

And then call these functions from script first.sh like this:

source ./second.sh
func1 love horror
func2 ball mystery

OUTPUT:

func=love,book=horror
func2=ball,book2=mystery

Having trouble calling a bash script from another bash script

I figured it out. The exit status is what I need, so I need to call it and set the variable to the exit status stored in $?. The issue is that I was catching the stdout of the other script and storing it in the variable directories_are_same as if it were a return value that I was expecting, when what I needed was its exit status. I could echo something from the other script and then treat the stdout as a returned string, but that is not how this script was designed.

Here is the working test script:

#!/bin/bash

dir_1=~/test
dir_2=~/test1
~/bin/compare_directories "$dir_1" "$dir_2"
directories_are_same="$?"

{
if [ "$directories_are_same" -eq 3 ]; then
echo "One of the directories $dir_1 and $dir_2 does not have read permissions!"
exit 1
elif [ "$directories_are_same" -eq 4 ]; then
echo "One of the directories $dir_1 and $dir_2 does not exist!"
exit 1
elif [ "$directories_are_same" -eq 5 ]; then
echo "One of the directories $dir_1 and $dir_2 is not a directory!"
exit 1
fi
} >&2

if [ "$directories_are_same" -eq 0 ]; then
echo "The directories $dir_1 and $dir_2 contain identical content"
exit 0
elif [ "$directories_are_same" -eq 1 ]; then
echo "The directories $dir_1 and $dir_2 do not contain identical content"
exit 0
else
echo "Something went wrong" >&2
exit 1
fi

Now when the directories are different I get:

The directories /home/astral/test and /home/astral/test1 do not contain identical content

and when they are the same I get:

The directories /home/astral/test and /home/astral/test1 contain identical content

Calling an Object from another Script

To reference another component on a GameObject, you will need to grab that reference either by serializing the field in the inspector (Making it public or using the attribute [SerializeField].

I am not sure how many places you want to eventually call the method you are trying to invoke, but if it is from a bunch of different places, you might want to consider the Singleton pattern.

To quickly fix your current issue, on your GameManager.cs, do one of these two things:

public class GameManager : MonoBehaviour
{
[SerializeField] private RPG_Implementierung rpgImplement = null;
// OR
public RPG_Implementierung rpgImplement;

void Update()
{
if (Input.GetKeyDown(KeyCode.Y))
{
SendMessageToChat(rpgImplement.StoryText["1"]);
}
}
}

Edit: If you want to use the GetComponent in the Update here is how you would call it. I would advise against this as calling a GetComponent in an Update can be quite costly for performance if called frequently. It is better to store the reference to later use.

public class GameManager : MonoBehaviour
{
void Update()
{
if (Input.GetKeyDown(KeyCode.Y))
{
SendMessageToChat(GetComponent<RPG_Implementierung>().StoryText["1"]);
}
}
}

Calling one Bash script from another Script passing it arguments with quotes and spaces

Quote your args in Testscript 1:

echo "TestScript1 Arguments:"
echo "$1"
echo "$2"
echo "$#"
./testscript2 "$1" "$2"


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