C# 方法由于其保护级别而不可访问
我目前正在Unity 2018中开发,并制作了一个脚本,用于在与敌人碰撞时降低角色的生命值:C# 方法由于其保护级别而不可访问,c#,visual-studio,unity3d,C#,Visual Studio,Unity3d,我目前正在Unity 2018中开发,并制作了一个脚本,用于在与敌人碰撞时降低角色的生命值: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class HealthManager : MonoBehaviour { public static int currentHealth; public Slider
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class HealthManager : MonoBehaviour
{
public static int currentHealth;
public Slider healthBar;
void Awake()
{
healthBar = GetComponent<Slider> ();
currentHealth = 100;
}
void ReduceHealth()
{
currentHealth = currentHealth - 1;
healthBar.value = currentHealth;
}
void Update()
{
healthBar.value = currentHealth;
}
}
使用系统集合;
使用System.Collections.Generic;
使用UnityEngine;
使用UnityEngine.UI;
公共类HealthManager:MonoBehavior
{
公共卫生;
公共健康酒吧;
无效唤醒()
{
healthBar=GetComponent();
currentHealth=100;
}
无效还原健康()
{
currentHealth=currentHealth-1;
healthBar.value=currentHealth;
}
无效更新()
{
healthBar.value=currentHealth;
}
}
当我试图在为敌人编写的脚本文件中使用上述方法时,我收到一个错误,说明“Assets/Custom Scripts/belletscript.cs(46,28):错误CS0122:`HealthManager.ReduceHealth()'由于其保护级别而无法访问”
以下是启动所用变量并调用方法的脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BeetleScript : MonoBehaviour
{
Animator animator;
public GameObject cucumberToDestroy;
public bool cherryHit = false;
public float smoothTime = 3.0f;
public Vector3 smoothVelocity = Vector3.zero;
public PointsManager _ptsManager;
public HealthManager _healthManager;
void Start()
{
animator = GetComponent<Animator>();
}
void Update()
{
if (cherryHit)
{
var cm = GameObject.Find("CucumberMan");
var tf = cm.transform;
this.gameObject.transform.LookAt(tf);
// move towards Cucumber Man
animator.Play("Standing Run");
transform.position = Vector3.SmoothDamp(transform.position, tf.position,
ref smoothVelocity, smoothTime);
}
}
// Collision Detection Test
void OnCollisionEnter(Collision col)
{
if (col.gameObject.CompareTag("Player"))
{
_healthManager = GameObject.Find
("Health_Slider").GetComponent<HealthManager>();
_healthManager.ReduceHealth();
if (!cherryHit)
{
BeetlePatrol.isAttacking = true;
var cm = GameObject.Find("CucumberMan");
var tf = cm.transform;
this.gameObject.transform.LookAt(tf);
animator.Play("Attacking on Ground");
StartCoroutine("DestroySelfOnGround");
}
else
{
animator.Play("Standing Attack");
StartCoroutine("DestroySelfStanding");
}
}
}
}
使用系统集合;
使用System.Collections.Generic;
使用UnityEngine;
公共类脚本:单行为
{
动画师;
公众游戏对象黄瓜雌雄同体;
public bool cherryHit=false;
公共浮动平滑时间=3.0f;
公共向量3平滑速度=向量3.0;
公共点管理器_ptsManager;
公共卫生经理(u HealthManager),;
void Start()
{
animator=GetComponent();
}
无效更新()
{
如果(樱桃红)
{
var cm=GameObject.Find(“黄瓜人”);
var-tf=cm.transform;
this.gameObject.transform.LookAt(tf);
//走向黄瓜人
动画师。播放(“站立跑步”);
transform.position=Vector3.SmoothDamp(transform.position,tf.position,
参考平滑速度、平滑时间);
}
}
//碰撞检测试验
无效碰撞中心(碰撞柱)
{
if(col.gameObject.CompareTag(“玩家”))
{
_healthManager=GameObject.Find
(“健康滑块”).GetComponent();
_healthManager.ReduceHealth();
如果(!cherryHit)
{
beletPatrol.isAttacking=true;
var cm=GameObject.Find(“黄瓜人”);
var-tf=cm.transform;
this.gameObject.transform.LookAt(tf);
动画师。播放(“攻击地面”);
STARTCOUNTROUNT(“销毁自我循环”);
}
其他的
{
动画师。播放(“站立攻击”);
STARTCOUTROUTION(“自立”);
}
}
}
}
如果您能帮助解决此问题,我们将不胜感激。您的方法是私有的。 您必须在要从类外访问的方法前面编写
public
public void ReduceHealth()
{
...
}
您需要将void ReduceHealth()设置为public->public void ReduceHealth()将方法设置为public,默认情况下它们是私有的,因此将
void ReduceHealth()
更改为public void ReduceHealth()
@LasseVågsætherKarlsen这不是注释。这是一个答案。你应该把它写下来作为回答我觉得自己像个白痴哈哈,不知道我怎么会错过这个。非常感谢!