从另一个脚本C#访问变量 [英] Accessing a variable from another script C#
问题描述
你能告诉我如何从另一个脚本访问脚本的变量?我甚至已经阅读团结一切网站,但我还是无法做到这一点。我知道如何访问另一个对象而不是另一个变量。
Can you tell me how to access a variable of a script from another script ? I have even read everything in unity website but I still can’t do it. I know how to access another object but not another variable.
这是这种情况:
我在脚本中的乙我要访问的变量 X
是来自脚本的 A 。变量 X
是布尔
。
你能帮助我吗?
This is the situation :
I’m in script B and I want to access the variable X
from script A. The variable X
is boolean
.
Can you help me ?
顺便说一句,我需要更新 X
的价值costantly在脚本中的乙,我该怎么做呢?访问它更新
功能
如果你可以给我,例如以这些字母将是伟大的!
Btw i need to update X
’s value costantly in script B , how do I do that ? Access it in Update
function
If you could give me and example with these letters would be great !
感谢您
推荐答案
您首先需要获得变量的脚本部件,如果他们在不同的游戏对象,你需要通过游戏对象为在检查的参考。
You first need to get the script component of the variable, and if they're in different game objects, you'll need to pass the Game Object as a reference in the inspector.
例如,我有 scriptA.cs
在游戏物体A
和 scriptB.cs
在游戏物体乙
:
scriptA.cs
// make sure its type is public so you can access it later on
public bool X = false;
scriptB.cs
public GameObject a; // you will need this if scriptB is in another GameObject
// if not, you can omit this
// you'll realize in the inspector a field GameObject will appear
// assign it just by dragging the game object there
public scriptA script; // this will be the container of the script
void Start(){
// first you need to get the script component from game object A
// getComponent can get any components, rigidbody, collider, etc from a game object
// giving it <scriptA> meaning you want to get a component with type scriptA
// note that if your script is not from another game object, you don't need "a."
// script = a.gameObject.getComponent<scriptA>(); <-- this is a bit wrong, thanks to user2320445 for spotting that
// don't need .gameObject because a itself is already a gameObject
script = a.getComponent<scriptA>();
}
void Update(){
// and you can access the variable like this
// even modifying it works
script.X = true;
}
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