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CS0122 C# is inaccessible due to its protection level when accessing PlayerController.rb......

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Hey guys, i'm trying to make a simple speed/velocity meter, I found out i could do so by accesing the rigidbody's velocity.magnitude. Only problem is, the rigidbody belongs to the player gameobject rather than the textUI object. using UnityEngine; using UnityEngine.UI; using System.Collections; public class Speedmeter : MonoBehaviour { public float Speed; public GameObject CuboidPlayer; public Rigidbody rb; public Text text; void Awake() { text = GetComponent(); } void Start() { GameObject.Find("CuboidPlayer"); Speed = PlayerController.rb.velocity.magnitude; } void Update() { text.text = " " + PlayerController.rb.velocity.magnitude; } } It presents me with said error and an unworking project with this playercontroller script: ( unworking as in nothing responds anymore while there are no errors or whatsoever except the one mentioned ). using UnityEngine; using System.Collections; [System.Serializable]//This adds another class to the script menu in the inspector tab. public class Boundary { public float xMin, xMax, yMin, yMax, zMin, zMax; } public class PlayerController : MonoBehaviour { public GameObject attractedTo;// Set's gravity pull towards star public float strengthOfAttraction = 5.0f; //The purpose of this script is to simulate Newtonian phy public float maxThrust = 0.01f; //The maximum Thrust provided by the thruster(s) at full throttle public float rollWeight = 0.000000000005f; //This float and the next two only serve to adjust sensitivity public float pitchWeight = 0.000000000005f;//of the controls, and to allow calibration for more massive ships. public float yawWeight = 0.00000000005f;//Set these 3 floats to the mass of the rigidbody for sensitive controls public AudioClip ImpulseSound; public Boundary boundary; public float speed; private bool isMoving; bool isPlaying; Rigidbody rb; void Start() { rb = GetComponent(); isMoving = (Input.GetKeyDown("z") || Input.GetKeyDown("x") || Input.GetKeyDown("left") || Input.GetKeyDown("right") || Input.GetKeyDown("up") || Input.GetKeyDown("down")); } void Update() { speed = rb.velocity.magnitude; //The code below describes when to play the sound to tell you are moving. if (isMoving) { GetComponent().clip = ImpulseSound; GetComponent().Play(); } else { GetComponent().clip = ImpulseSound; GetComponent().Stop(); } transform.position = new Vector3 //Here I clamp the cuboid's position within the Cubiverse sector's boundaries ( Mathf.Clamp(GetComponent().position.x, boundary.xMin, boundary.xMax), Mathf.Clamp(GetComponent().position.y, boundary.yMin, boundary.yMax), Mathf.Clamp(GetComponent().position.z, boundary.zMin, boundary.zMax) ); } void FixedUpdate() { Vector3 direction = attractedTo.transform.position - transform.position;//Sets values for gravity pull towards star GetComponent().AddForce(strengthOfAttraction * direction); float yaw = yawWeight * Input.GetAxis("Yaw") * Time.deltaTime;//Movement and rotation on 3 axis' float roll = rollWeight * Input.GetAxis("Roll") * Time.deltaTime; float pitch = pitchWeight * Input.GetAxis("Pitch") * Time.deltaTime; Vector3 Rotation = new Vector3(pitch, roll, yaw); rb.AddRelativeTorque(Rotation); float throttle = maxThrust * Input.GetAxis("Thrust"); rb.AddRelativeForce(Vector3.forward * throttle); System.Console.WriteLine("input is " + yaw.ToString() + ", " + pitch.ToString() + ", " + roll.ToString()); float strafeHor = maxThrust * Input.GetAxis("StrafeHorizontal"); rb.AddRelativeForce(Vector3.left * strafeHor); float strafeVer = maxThrust * Input.GetAxis("StrafeVertical"); rb.AddRelativeForce(Vector3.up * strafeVer); } } after trying to make the public float speed in the PlayerController script static it all went wrong. I intentionally didn't try a static variable at first because that seemed, static rather than dynamic which i want for my ship. I want the number to go up or down a long the values presented by my cuboid's rigidbody.

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