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This question was closed Feb 19, 2013 at 01:41 AM by AlucardJay for the following reason:

Duplicate Question

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Question by Daeliel · Feb 19, 2013 at 01:36 AM · errorvariable

Using variable from one script attached to one object in another script attached to another object

I'm very new to the programming and I'm trying to do a simple thing: get a variable moveSpeed from one script (MouseMove.cs),which is attached to the Player character, and read it by another script, which is read by the script called "RotateSample.cs", attached to the Directional light. I want to make it so that when my character moves, the light slowly rotates. Character stops - light stops. However even without creating a good animation, I've run into issues. I've been looking all over forums and this is my final stop.

I'm probably using wrong function names etc. and my logic doesn't work, but what I really want to know is why am I getting an error Assets/Plugins/Sample/RotateSample.cs(13,30): error CS0120: An object reference is required to access non-static member `MouseMove.moveSpeed'

How should I actually go about when I need to access a variable from another script?

Thank you so much in advance!

Here is one script

MouseMove.cs

/ Esse Script movimenta o GameObject quando você clica ou mantém o botão esquerdo do mouse apertado. Para usá-lo, adicione esse script ao gameObject que você quer mover seja o Player ou outro Autor: Vinicius Rezendrix - Brasil Data: 11/08/2012 This script moves the GameObeject when you click or click and hold the LeftMouseButton Simply attach it to the gameObject you wanna move (player or not) Autor: Vinicius Rezendrix - Brazil Data: 11/08/2012 */

using UnityEngine; using System.Collections;

public class MouseMove : MonoBehaviour { private Transform myTransform; // this transform private Vector3 destinationPosition; // The destination Point private float destinationDistance; // The distance between myTransform and destinationPosition public float moveSpeed; // The Speed the character will move

 void Start () {
     myTransform = transform;                            // sets myTransform to this GameObject.transform
     destinationPosition = myTransform.position;            // prevents myTransform reset
 }
 
 void Update () {
     // keep track of the distance between this gameObject and destinationPosition
     destinationDistance = Vector3.Distance(destinationPosition, myTransform.position);
 
     if(destinationDistance < .5f){        // To prevent shakin behavior when near destination
         moveSpeed = 0;
     }
     else if(destinationDistance > .5f){            // To Reset Speed to default
         moveSpeed = 22;
     }
 
 
     // Moves the Player if the Left Mouse Button was clicked
     if (Input.GetMouseButtonDown(0)&& GUIUtility.hotControl ==0) {
 
         Plane playerPlane = new Plane(Vector3.up, myTransform.position);
         Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
         float hitdist = 0.0f;
 
         if (playerPlane.Raycast(ray, out hitdist)) {
             Vector3 targetPoint = ray.GetPoint(hitdist);
             destinationPosition = ray.GetPoint(hitdist);
             Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
             myTransform.rotation = targetRotation;
         }


     }
 
     // Moves the player if the mouse button is hold down
     else if (Input.GetMouseButton(0)&& GUIUtility.hotControl ==0) {
 
         Plane playerPlane = new Plane(Vector3.up, myTransform.position);
         Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
         float hitdist = 0.0f;
 
         if (playerPlane.Raycast(ray, out hitdist)) {
             Vector3 targetPoint = ray.GetPoint(hitdist);
             destinationPosition = ray.GetPoint(hitdist);
             Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
             myTransform.rotation = targetRotation;
         }
     //    myTransform.position = Vector3.MoveTowards(myTransform.position, destinationPosition, moveSpeed * Time.deltaTime);
     }
 
     // To prevent code from running if not needed
     if(destinationDistance > .5f){
         myTransform.position = Vector3.MoveTowards(myTransform.position, destinationPosition, moveSpeed * Time.deltaTime);
     }
 }
     
 }


Here is the other script

RotateSample.cs

using UnityEngine; using System.Collections;

public class RotateSample : MonoBehaviour {

 void Awake() {
             
      
     if(MouseMove.moveSpeed==0)        
     
     iTween.RotateBy(gameObject, iTween.Hash("x", 1.80, "easeType", "linear", "loopType", "loop", "delay", 0, "time", 1.9));
     
     }
 
 
 void Start(){
     }
 
 
 void Update(){

}}

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avatar image AlucardJay · Feb 19, 2013 at 01:36 AM 0
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Please refer to the comment on this question : http://answers.unity3d.com/questions/399528/getting-a-var-from-another-script.html

Search : http://www.google.com/search?btnG=1&pws=0&q=unity+access+variable+another+script

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