I'm trying to use my bullet collection script to delete and respawn a player when their health drops below 1. However my script to call the unity c# function is not quite working right, it says that the function im trying to call is
Assets/Levels/Resources/bulletCollision.js(27,16): BCE0019: 'SpawnMyPlayer' is not a member of 'UnityEngine.Component'.
Also is this a proper way to respawn a killed player?
NetworkManager.cs:
using UnityEngine;
using System.Collections;
public class NetworkManager : MonoBehaviour {
public Camera standbyCamera;
// Use this for initialization
SpawnSpot[] spawnSpots;
void Start () {
Connect ();
spawnSpots = GameObject.FindObjectsOfType<SpawnSpot> ();
}
void Connect(){
PhotonNetwork.ConnectUsingSettings ("1.0.0");
}
void OnGui(){
Debug.Log ("OnGui" + PhotonNetwork.connectionStateDetailed.ToString ());
GUILayout.Label (PhotonNetwork.connectionStateDetailed.ToString ());
}
// Update is called once per frame
void OnJoinedLobby () {
Debug.Log ("Joined Lobby");
PhotonNetwork.JoinRandomRoom ();
}
void OnPhotonRandomJoinFailed(){
Debug.Log ("Failed Join");
PhotonNetwork.CreateRoom (null);
}
void OnJoinedRoom() {
Debug.Log ("Joined Room");
SpawnMyPlayer ();
}
void SpawnMyPlayer(){
SpawnSpot mySpawnSpot = spawnSpots [ Random.Range (0, spawnSpots.Length) ];
GameObject myPlayer = PhotonNetwork.Instantiate ("Player", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);
standbyCamera.enabled = false;
((MonoBehaviour)myPlayer.GetComponent("FPSInputController")).enabled = true;
((MonoBehaviour)myPlayer.GetComponent("PlayerCounters")).enabled = true;
((MonoBehaviour)myPlayer.GetComponent("Tankbody")).enabled = true;
((MonoBehaviour)myPlayer.GetComponent("tankMove")).enabled = true;
((MonoBehaviour)myPlayer.GetComponent("CharacterMotor")).enabled = true;
myPlayer.transform.FindChild("Main Camera").gameObject.SetActive(true);
}
}
bullet collision.js:
#pragma strict
var myClip: AudioClip;
var damage :float = 0;
var bullet_force: float = shoot.shootForce;
function OnCollisionEnter ( collision : Collision)
{
Destroy(gameObject);
if(collision.transform.name ==("TankBody")){
var hitCount = gameObject.Find("HitCount").GetComponent(GUIText);
damage = Random.Range(10,30);
PlayerCounters.playerHealth -= damage;
hitCount.text = "Hit: " + damage.ToString();
AudioSource.PlayClipAtPoint(myClip, transform.position);
if(PlayerCounters.playerHealth <0){
Destroy(gameObject.Find("Player"));
PlayerCounters.playerHealth = 0;
PlayerCounters.playerKills += 1;
var cs = GameObject.Find("CSharpGameObj");
var script = cs.GetComponent("NetworkManager");
script.SpawnMyPlayer();
}
}
}
Your problem has to do with Unity3d compiling c# and javascript in passes. Javascript files are compiled before c# files, and hence cannot find your c# class.
There is a way around this!
You have to create a folder called 'Plugins' within your assets folder, and move your c# script to that folder. It will be compiled before your javascript file. And you should find your JS script can now refer to the c# script.
In code:
var cs = GameObject.Find("CSharpGameObj");
var script :NetworkManager;
script = cs.GetComponent("NetworkManager");
script.SpawnMyPlayer();
By the way you must make the SpawnMyPlayer function public, by adding public to its declaration before it can be accessed from the outside:
public void SpawnMyPlayer(){
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