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Question by E3S21I · Jan 26, 2015 at 08:36 AM · script error

I got this error: An object reference is required to access non-static member

An object reference is required to access non-static member`UnityEngine.Component.rigidbody2D'

I don't understand! i Have to AlienMover script on my enemy with correct pronounciation using UnityEngine; using System.Collections;

 public class AlienDodge : MonoBehaviour 
 {
     public GameObject Alien;
     public float DodgeCoolDown = 0.5f;
 
     private float Force;
     private float dodgeCoolDown;
 
     void Start()
     {
         DodgeCoolDown = -1f;
         Force = Alien.GetComponent<AlienMover>().MaxForce;
     }
 
     void Update()
     {
         dodgeCoolDown = Time.deltaTime;
     }
 
     void OnTriggerEnter2D(Collider2D collider)
     {
         if (DodgeCoolDown < 0f)
         {
             AlienDodge.rigidbody2D.AddForce (Alien.rigidbody.velocity.normalized * ForceMode);
             dodgeCoolDown = DodgeCoolDown;
         }
     }
 }
 
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avatar image E3S21I · Jan 26, 2015 at 09:31 AM 0
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both of them have all three of theses error their a thing i need to change? thanks for replying btw

The best overloaded method match for UnityEngine.Rigidbody2D.AddForce(UnityEngine.Vector2)' has some invalid arguments error CS1503: Argument #1' cannot convert object' expression to type UnityEngine.Vector2'

error CS0119: Expression denotes a type', where a variable', value' or method group' was expected

avatar image sniper43 · Jan 26, 2015 at 10:51 AM 0
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Just a tip: don't capitalize primitive types (ints, floats, bools , strings, etc).

Not a necesitty, just good practice.

avatar image sniper43 · Jan 26, 2015 at 10:53 AM 0
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And shouldn-t the AlienDodge.rigidbody2D.AddForce (Alien.rigidbody.velocity.normalized * Force$$anonymous$$ode);

be

 AlienDodge.rigidbody2D.AddForce (Alien.rigidbody.velocity.normalized);


or are zou multiplying it for some specific reason?

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Answer by cdrandin · Jan 26, 2015 at 08:40 AM

              AlienDodge.rigidbody2D.AddForce (Alien.rigidbody.velocity.normalized * ForceMode);
 


replace with

              this.rigidbody2D.AddForce (this.rigidbody.velocity.normalized * ForceMode);
 
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avatar image BlackPanda · Jan 26, 2015 at 08:42 AM 0
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or just

 rigidbody2D.AddForce (rigidbody2D.velocity.normalized * Force$$anonymous$$ode);

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