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Hi having trouble calling Playerbase and playerBase in another script
This is the mistake that gives: Assets/Scripts/Mainmenu/Selectscreenmanager.Cs(112,16): error CS0246: The type or namespace name `Playerbase' could not be found. Are you Missing an Assembly Reference?
Script that has Playerbase class
using System.Collections.Generic;
using UnityEngine;
using System.Collections;
public class CharacterManager : MonoBehaviour
{
public int numberOfUsers;
public List<PlayerBase>players = new List<PlayerBase>();// Lista com todos os players e tipos de player
//Uma lista que contem tudo que a gente precisa sobre cada personagem separado,
//Por agora, contem id e seu correspondende prefab
public List<CharacterBase> characterList = new List<CharacterBase>();
//Nos usamos essa funcao pra encontrar os personagens pelo id deles
public CharacterBase returnCharacterWithID(string id)
{
CharacterBase retVal = null;
for (int i = 0; i < characterList.Count; i++)
{
if (string.Equals(characterList[i].charId,id))
{
retVal = characterList[i];
break;
}
}
return retVal;
}
//Nos usamos esse aqui pra retorna o player pelo personagem criado, states
public PlayerBase returnPlayerFromStates(StateManager states)
{
PlayerBase retVal = null;
for (int i = 0; i < players.Count; i++)
{
if (players[i].playerStates == states)
{
retVal = players[i];
break;
}
}
return retVal;
}
public static CharacterManager instace;
public static CharacterManager GetInstance()
{
return instace;
}
void Awake()
{
instace = this;
DontDestroyOnLoad(this.gameObject);
}
[System.Serializable]
public class CharacterBase
{
public string charId;
public GameObject prefab;
}
[System.Serializable]
public class PlayerBase
{
public string playerId;
public string inputId;
public PlayerType playerType;
public bool hasCharacter;
public GameObject playerPrefab;
public StateManager playerStates;
public int score;
public enum PlayerType
{
user,
ai,
simulation
}
}
}
Script that gives error
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
public class SelectScreenManager : MonoBehaviour {
public int numberOfPlayers = 1;
public List<PlayerInterfaces> plInterfaces = new List<PlayerInterfaces>();
public PotraitInfo[] potraitPrefabs;//Todas as entradas do potrait
public int maxX;//Quantos potraits a gente no X e no Y
public int maxY;
PotraitInfo[,] charGrid;//A grid que faz pra selecao entre eles
public GameObject potraitCanvas;// As canvas que conte todos os potrait
bool loadLevel; //Se esta carregando o level
public bool bothPlayersSelected;
CharacterManager charManager;
#region Singleton
public static SelectScreenManager instace;
public static SelectScreenManager GetInstance()
{
return instace;
}
void Awake()
{
instace = this;
}
#endregion
void Start () {
//Inicia pegando as referencias do character manager
charManager = CharacterManager.GetInstance();
numberOfPlayers = charManager.numberOfUsers;
//E criamos o grid
charGrid = new PotraitInfo[maxX, maxY];
int x = 0;
int y = 0;
potraitPrefabs = potraitCanvas.GetComponentsInChildren<PotraitInfo>();
//Assim pegamos todos os potraits
for (int i = 0; i < potraitPrefabs.Length; i++ )
{
//E assim pegamos o grid position de cada potrait
potraitPrefabs[i].posX += x;
potraitPrefabs[i].posY += y;
charGrid[x, y] = potraitPrefabs[i];
if(x < maxX -1)
{
x++;
}
else{
x = 0;
y++;
}
}
}
private void Update()
{
if(!loadLevel)
{
for (int i = 0; i < plInterfaces.Count; i++)
{
if(i<numberOfPlayers)
{
if(!charManager.players[i].hasCharacter)
{
plInterfaces[i].playerBase = charManager.players[i];
}
}
}
}
}
[System.Serializable]
public class PlayerInterfaces
{
public PotraitInfo activePotrait;// A corrent que ativa potrait pro player 1
public PotraitInfo previewPotrait;
public GameObject selector;//Que seleciona o indicador do player 1
public Transform charVisPos;//Vizualiza a posicao do player 1
public GameObject createdCharacter;// Cria o personagem do player 1
public int activeX;//Ativa o X e o Y pro player 1
public int activeY;
//Algumas variaveis pro alguns inputs
public bool hitInputOnce;
public float timerToReset;
public PlayerBase playerBase;
}
}