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An object reference is required for the non-static field, method, or property 'PlayerMovement.a

Time:06-23

Just picked up Unity about a week ago, I have really been struggling to fix this problem and referencing overall, I'm well aware that I need to read and watch more tutorials, I just want to get this fixed so I can continue working on my game.

An object reference is required for the non-static field, method, or property PlayerMovement.activeMoveSpeed

The first problem was referencing the other Game Object and script, I not sure if its completely fixed now but at least that not the error that its giving me anymore, I've tried doing what this link says https://answers.unity.com/questions/1119537/help-how-do-i-referenceaccess-another-script-in-un.html but as you might see it hasn't worked out, every single time I get the compile errors fixed the script doesn't work because the object reference is not set to an instance of an object, any help would be extremely appreciated (the script I'm trying to reference will be at the end) Thanks

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ShieldAttack : MonoBehaviour
{
    public GameObject shield;
    private Vector3 mousePos;
    private Camera mainCam;
    public bool isDashing;
    private Rigidbody2D rb;

    GameObject Player;
    PlayerMovement playerMovement;
    Shooting shooting;


    // Start is called before the first frame update
    void Start()
    {
        GameObject.FindGameObjectWithTag("EnemyMelee");
        GameObject.FindGameObjectWithTag("Enemy2");

        mainCam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>();
        rb = GetComponent<Rigidbody2D>();
    }

    // Update is called once per frame
    void Update()
    {
        mousePos = mainCam.ScreenToWorldPoint(Input.mousePosition);

        Vector3 rotation = mousePos - transform.position;

        float rotZ = Mathf.Atan2(rotation.y, rotation.x) * Mathf.Rad2Deg;

        transform.rotation = Quaternion.Euler(0, 0, rotZ);

        if (Input.GetKeyDown(KeyCode.Space) && playerMovement.dashCoolCounter <= 0 && playerMovement.dashCounter <= 0)
        {
            isDashing = true;
            Instantiate(shield, shooting.bulletTransform.position, Quaternion.identity);
            if (PlayerMovement.activeMoveSpeed == 5)
            {
                DestroyShield();
                isDashing = false;
            }
        }
    }

    void DestroyShield()
    {
        Destroy(gameObject);
    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
   public float moveSpeed;
   public Rigidbody2D rb2d;
   private Vector2 moveInput;

   public float activeMoveSpeed;
   public float dashSpeed;

   public float dashLength = 0.5f, dashCooldown = 1f;

   public float dashCounter;
   public float dashCoolCounter;

   [SerializeField] private TrailRenderer tr;

   //Start is called before the first frame update
   void Start()
   {
      activeMoveSpeed = moveSpeed;
   }

   //Update is called once per frame
   void Update()
   {

      if(dashCounter > 0)
      {
         tr.emitting = true;
      }

      if(dashCounter < 0)
      {
         tr.emitting = false;
      }

      moveInput.x = Input.GetAxisRaw("Horizontal");
      moveInput.y = Input.GetAxisRaw("Vertical");

      moveInput.Normalize();

      rb2d.velocity = moveInput * activeMoveSpeed; 

      if (Input.GetKeyDown(KeyCode.Space))
      {

         if (dashCoolCounter <=0 && dashCounter <=0)
         {
            activeMoveSpeed = dashSpeed;
            dashCounter = dashLength;
         }

      }

      if (dashCounter > 0)
      {
         dashCounter -= Time.deltaTime;

         if (dashCounter <= 0)
         {
            activeMoveSpeed = moveSpeed;
            dashCoolCounter = dashCooldown;
         }
      }

      if (dashCoolCounter > 0)
      {
         dashCoolCounter -= Time.deltaTime;
      }

   }
}

CodePudding user response:

You are using class name PlayerMovement.activeMoveSpeed instead of object name playerMovement.activeMoveSpeed in this part of code:

if (PlayerMovement.activeMoveSpeed == 5)
{
    DestroyShield();
    isDashing = false;
}

Also I cannot see playerMovement variable initialization in the ShieldAttack script. You need to mark it with the [SerializeField] attribute or make it public to be able to assign it in the inspector. Or initialize it in your Start() method along with the other fields.

CodePudding user response:

When you create a variable, you do <type> <name>, where <type> is the kind of thing you want to create and <name> is how you want to reference the instance you created.

We as programmers are generally lazy, so if we wanted to create a pineapple we would create an instance of the Pineapple class. What do we call it? Typically just pineapple, and then you wind up with code like

Pineapple pineapple;

The first term means you're wanting to create a Pineapple, and the second term means you're going to refer to that instance as pineapple. Note the capitalization differences there.

The issue with your code is that you've created an instance of PlayerMovement:

PlayerMovement playerMovement;

but when you're trying to use the instance in your code, you are using the class name PlayerMovement and not the instance name playerMovement. Again, note the capitalization difference.

The particular line that you've got:

if (PlayerMovement.activeMoveSpeed == 5)

should instead be:

if (playerMovement.activeMoveSpeed == 5)

to refer to the instance and not the class.

It is possible to have things that are common to all instances of a class. Those are static items and you would access them by referencing the class name instead of the instance name.

The error message you got:

An object reference is required for the non-static field, method, or property PlayerMovement.activeMoveSpeed

was telling you that you were trying to access a part of the class, but it wasn't static, so you needed to reference the object (instance).

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