I am referencing the (speed for an object in my game) variable from one script to another. There are 3 parts to it: the min
var, the max
var ( min
and max
are used to generate a random number for the speed), and the fallSpd
var (the random number generated from min
and max
). They are all floats, but when I reference the variable max
and min
on line 16, I get this error:
Assets\Destruction.cs(16,22): error CS0266: Cannot implicitly convert type 'double' to 'float'. An explicit conversion exists (are you missing a cast?)
So I cast min
and it allows it. However, when I cast max
to double
, it gives this error:
Assets\Destruction.cs(16,9): error CS0131: The left-hand side of an assignment must be a variable, property or indexer
So I don't know how I'm supposed to cast it.
Here's the code I'm referencing (only important parts included):
using UnityEngine;
using System.Collections;
public class Losing : MonoBehaviour
{
public GameObject[] Addictions = new GameObject[5];
public Transform[] Transforms = new Transform[5];
public static float fallSpd;
public static float min = 0.1f;
public static float max = 0.4f;
private bool Lost = false;
private void Start()
{
for (int i = 0; i < 5; i++)
{
if (Lost != true)
{
Transforms[i].position = new Vector2(Random.Range(-4, 4), Random.Range(12, 31));
ChangeSpd();
}
}
}
public void ChangeSpd()
{
fallSpd = (float) Random.Range(min, max) * Time.deltaTime;
}
And the code that references this script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Destruction : MonoBehaviour
{
public Transform[] Transforms = new Transform[5];
public GameObject PrayingMan;
public Losing losing;
private void OnCollisionEnter2D(Collision2D other)
{
Losing.min = Losing.fallSpd;
(double) Losing.max = Losing.min + 0.3; // i get all the errors on this line!
print("min: " + Losing.min + "max: " + Losing.max + "speed: " + Losing.fallSpd);
PrayingMan.GetComponent<Losing>().ChangeSpd();
}
}
How to fix this bug?
You don't need to do any casting at all. Just change the ”0.3” to be ”0.3f”. The f indicates that it is a float, but if there is no f it will be considered a double.
You got it reversed, your variable is a float
but when you do Losing.min + 0.3
you are creating a double, by default .net assumes double
if no decimal modifier is specified.
You have two options, cast the value to float or use a modifier. To do the cast you would do:
Losing.max = (float)(Losing.min + 0.3);
But that is a waste of processing, the best is to specify the float modifier:
Losing.max = Losing.min + 0.3f;
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