public event Action<int> CurrentChanged;
public int Current { get; private set; }
private void SetCurrent(int value)
{
Current = Mathf.Clamp(value, 0, Max);
CurrentChanged?.Invoke(Current);
}
private void Example()
{
SomeClass.CurrentChanged += SomeMethod;
}
private void SomeMethod(int value)
{
}
transform.position = new Vector2(Pos2.transform.position.x + speed * Time.deltaTime, Pos2.transform.position.y + speed * Time.deltaTime);
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;
}
}
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 Forward : MonoBehaviour
{
public int Google { get; private set; }
}
public class Component : MonoBehaviour
{
[SerializeField] private Forward _firstComponent;
private void Sample()
{
Debug.Log(_firstComponent.Google);
}
}
Returns the value corresponding to key in the preference file if it exists.
Ты НЕ ИЗМЕНЯЕШЬ ShopAssist.money. У тебя в ShopAssist есть метод TryRemoveMoney используй его, чтобы отнять деньги. В твоем случае это будет script1.TryRemoveMoney(количество).