I’ve been working on a game for a few days now, and It’s been working perfectly fine, but just recently I had saved the games progress and closed out of unity. After coming back to work on the game some more It started giving me this error.
Assets/GunScript.js(156,91): BCE0120: ‘MouseLook.rotationY’ is inaccessible
due to its protection level.
I don’t know why this error just popped up because the game was working perfectly before I reopened it. There were no errors before I saved and closed out but then I started getting the one mentioned above right after restarting Unity. Does anyone know why this is happening? My MouseLook Script is public so I don’t see how that’s the problem. But here is my GunScript just incase it really is something to do with that.
var RotationSpeed : float;
var PlayerCamera : GameObject;
var IsAiming : boolean = false;
var GunAnimationHolder : GameObject;
//Targets
@HideInInspector
public static var TargetXrotation : float;
@HideInInspector
public static var TargetYrotation : float;
@HideInInspector
public static var TargetXrotationV : float;
@HideInInspector
public static var TargetYrotationV : float;
// Gun Specs
var MaxClipSize : float = 10;
public static var AmmoInCurrentClip : float = 10;
var ExtraAmmo : float = 20;
var MaxCarringAmmo : float = 256;
// Bullets and shiz
var Bullet : GameObject;
var BulletSpawn : GameObject;
var BulletSound : GameObject;
var FireRate : float;
var FireTimer : float;
//Recoil
var Recoil : float = 3;
var RecoilAimingIn : float = 3;
var RecoilAimingOut : float = 6;
//Reloads
var ReloadAnimation : GameObject;
var ReloadSound : GameObject;
var Reloading : boolean = false;
var ReloadName : String;
function Update()
{
AimingInController();
}
function AimingInController()
{
IsAiming = GunAnimationHolder.GetComponent(Player).AimingIn;
}
function LateUpdate ()
{
if (AmmoInCurrentClip > MaxClipSize)
AmmoInCurrentClip = MaxClipSize;
if (ExtraAmmo > MaxCarringAmmo)
ExtraAmmo = MaxCarringAmmo;
if (FireTimer < -5)
FireTimer = -5;
if (MaxClipSize < 0)
MaxClipSize = 0;
if (AmmoInCurrentClip < 0)
AmmoInCurrentClip = 0;
if (!Reloading && AmmoInCurrentClip < MaxClipSize && ExtraAmmo > 0 && Input.GetButtonDown("Reload")&& IsAiming == false)
{
Reloading = true;
ReloadSound.Play();
ReloadAnimation.animation.Play("Reload");
}
if (!Reloading && AmmoInCurrentClip == 0 && ExtraAmmo > 0 && Input.GetButtonDown("Fire1") && IsAiming == false)
{
Reloading = true;
ReloadSound.Play();
ReloadAnimation.animation.Play("Reload");
}
if (Reloading && !ReloadAnimation.animation.IsPlaying(ReloadName))
{
if (ExtraAmmo >= MaxClipSize - AmmoInCurrentClip)
{
ExtraAmmo -= MaxClipSize - AmmoInCurrentClip;
AmmoInCurrentClip = MaxClipSize;
}
if (ExtraAmmo < MaxClipSize - AmmoInCurrentClip)
{
AmmoInCurrentClip += ExtraAmmo;
ExtraAmmo = 0;
}
Reloading = false;
}
var MyBulletSound : GameObject;
if (Input.GetButton("Fire1") && AmmoInCurrentClip > 0 && !Reloading)
{
if (FireTimer <= 0)
{
AmmoInCurrentClip -= 1;
TargetXrotation += (Random.value - 0.5) *Mathf.Lerp (Recoil, RecoilAimingOut,0);
TargetYrotation += (Random.value - 0.5) *Mathf.Lerp (Recoil, RecoilAimingOut,0);
if (Bullet)
{
Instantiate(Bullet,BulletSpawn.transform.position,BulletSpawn.transform.rotation);
}
if (BulletSound)
{
MyBulletSound = Instantiate(BulletSound,BulletSpawn.transform.position,BulletSpawn.transform.rotation);
}
FireTimer = 1;
}
}
if (Input.GetButton("Fire2") && !Reloading )
{
Recoil = RecoilAimingIn;
}
if (Input.GetButton("Fire2") == false || Reloading )
{
Recoil = RecoilAimingOut;
}
FireTimer -= Time.deltaTime * FireRate;
transform.position = PlayerCamera.transform.position + (Quaternion.Euler(0,TargetYrotation,0)* Quaternion.Euler(TargetXrotation,TargetYrotation,0) * Vector3(0,0,0));
TargetXrotation = Mathf.SmoothDamp(TargetXrotation, -PlayerCamera.GetComponent(MouseLook).rotationY,TargetXrotationV,RotationSpeed);
TargetYrotation = Mathf.SmoothDamp(TargetYrotation, PlayerCamera.GetComponent(MouseLook).RotationX,TargetYrotationV,RotationSpeed);
transform.rotation = Quaternion.Euler(TargetXrotation,TargetYrotation,0);
}