Для исправления ошибки CS0246, которая указывает на то, что компилятор не может найти определение для типа или пространства имен `PatrolHelicopter', вам необходимо явно указать пространство имен, в котором определен тип
PatrolHelicopter
.
Примерно так вы можете изменить ваш код:
C#:
using UnityEngine;
protected override void LoadDefaultConfig()
{
var config = new ConfigData();
SaveConfig(config);
}
private UnityEngine.GameObject CallHeli(Vector3 destination)
{
float x = 0.25f;
if (Configuration.heliSpawnNear)
{
destination = airfieldPosition;
x = 0;
}
var heli = (UnityEngine.GameObject)GameManager.server.CreateEntity("assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab", new Vector3(), new Quaternion(), true);
var heliAI = heli.GetComponentInChildren<UnityEngine.MonoBehaviour>();
// Далее ваш код обработки вертолета
return heli;
}
Здесь я заменил тип
PatrolHelicopter
на
UnityEngine.GameObject
и
PatrolHelicopterAI
на
UnityEngine.MonoBehaviour
. Пожалуйста, уточните, где находится определение класса
PatrolHelicopter
, чтобы я мог предложить более точное решение.
Исправь ошибку AirfieldEvent.cs(79,17): error CS0246: The type or namespace name `PatrolHelicopter' could not be found. Are you missing `ConVar' using directive?
private BaseEntity planeEntity;
private Vector3 airfieldPosition;
private Quaternion airfieldRotation;
private List<Vector3> planeWayPoints = new List<Vector3>();
private int stage;
private float rotationSpeed = 1.3f;
private float speed;
private float maxSpeed = 5;
private Vector3 dir;
private Quaternion oldRot;
private bool fix;
private int dropsAmount;
private int supplyAmount;
private int cratesAmount;
private int npcsAmount;
private string npcPrefab;
private const string supplyPrefab = "assets/prefabs/misc/supply drop/supply_drop.prefab";
private const string cratePrefab = "assets/prefabs/deployable/chinooklockedcrate/codelockedhackablecrate.prefab";
private int lifeTimeCrates;
private int lifeTimeSupply;
private int lifeTimeNpcs;
private int remainToEvent;
private int remain;
private string message;
private int typeNpcs;
private int npcHealth;
private bool eventFlag;
private bool callHeli;
private int patrolTime;
private bool eventMarker;
private bool afterLanding;
private int markerLifetime;
private float markerAlpha;
private float markerRadius;
private string markerName;
private bool npcForceFreeze;
private Color markerColor = Color.red;
private MapMarkerGenericRadius marker;
private VendingMachineMapMarker vending;
private float npcDamageMultiplier;
private const string npcName = "afeguardnpc";
private const string heliName = "afeHelicopter";
private ConfigData Configuration;
private bool randomEventTime;
private int minimumRemainToEvent;
private int maximumRemainToEvent;
private float heliDamageMultiplier;
private float heliHealth;
[PluginReference] Plugin Kits, SimpleLootTable;
private List<BaseEntity> entityList = new List<BaseEntity>();
private int xSum;
private List<string> kitsListNPC;
private float npcAttackRange;
private const int layerS = ~(1 << 2 | 1 << 3 | 1 << 4 | 1 << 10 | 1 << 18 | 1 << 28 | 1 << 29);
private List<List<Vector3>> wayPointsList = new List<List<Vector3>>();
private List<List<BaseEntity>> botList = new List<List<BaseEntity>>();
private int chaseRadius = 60;
private int coolDownTime = 10;
private int homeRadius = 20;
private Timer eventTimer;
private BaseEntity patrolHelicopter;
private PatrolHelicopter patrolHelicopterH;
private PatrolHelicopterAI patrolHelicopterAI;
private int patrolHelicopterTime;
private int patrolHelicopterReplaceTime;
private class NpcBrain : FacepunchBehaviour
{
public Vector3 homePosition;
public Vector3 targetPosition;
public BaseEntity target;
public int stateTimer;
public int moveChance;
}