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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