public class NameClass(){
public int peremennaya;
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.TryGetComponent(out SomeComponent someComponent)) // SomeComponent должен иметь в себе NameClass
{
someComponent.NameClassInstance.peremennaya...
}
}
public class Health
{
public int Current { get; private set; }
public int Max { get; private set; }
public void Restore(int value)
{
SetCurrent(Current + value);
}
public void Lose(int value)
{
SetCurrent(Current - value);
}
public void SetMax(int value)
{
Max = value;
Current = Max;
}
private void SetCurrent(int value)
{
Current = Mathf.Clamp(value, 0, Max);
}
}
public class SomeComponent : MonoBehaviour
{
public SomeClass SomeClass { get; private set; }
private void Awake()
{
SomeClass = new SomeClass();
}
}
public class SomeClass
{
public int SomeProperty { get; private set; }
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.TryGetComponent(out SomeComponent someComponent)) // SomeComponent должен иметь в себе NameClass
{
var someProperty = someComponent.SomeClass.SomeProperty;
}
}