using UnityEngine;
using System.Collections;
public class Test_001 : MonoBehaviour {
// Use this for initialization
public class SomeClass{
public int data1=0;
int data2=5;
public int add(){
Debug.Log("SomeClass");
return data1+data2;
}
}
void Start(){
SomeClass _sc=new SomeClass();
_sc.data1=10;
int a=_sc.add();
Debug.Log(a);
}
}
using UnityEngine;
using System.Collections;
public class Test_001 : MonoBehaviour {
// Use this for initialization
public class Player{
private string _nameA="";//私有,不能直接访问
public string _nameB{
set{_nameA = value;}//通过访问_nameB属性来改变_nameA的值
get{return _nameA;}//通过访问_nameB属性获得_nameA的值
}
private int _lifeA=100;
public int _lifeB{
get{return _lifeA;}//通过访问_lifeB属性获得_lifeA的值
}
}
class Program{
static void Main(string[] args){
Player _player=new Player();
_player ._nameB="player1";
Debug.Log(_player._nameB);
Debug.Log(_player._lifeB);
}
}
}