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I have a problem in my Script:

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I was trying to make a 2d platformer from one of Brackeys' tutorials ( to be specific, part 5), and when i was editing the script 'PlatformerCharacter2D.cs' as shown in video ;I got an error saying "Assets/SampleAssets/2D/Scripts/PlatformerCharacter2D.cs(42,27): error CS1525: Unexpected symbol `private'". By the way, this was a downloaded script that i had to edit to chage the movement of the arm. here is what i have writen : using UnityEngine; namespace UnitySampleAssets._2D { public class PlatformerCharacter2D : MonoBehaviour { private bool facingRight = true; // For determining which way the player is currently facing. [SerializeField] private float maxSpeed = 10f; // The fastest the player can travel in the x axis. [SerializeField] private float jumpForce = 400f; // Amount of force added when the player jumps. [Range(0, 1)] [SerializeField] private float crouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100% [SerializeField] private bool airControl = false; // Whether or not a player can steer while jumping; [SerializeField] private LayerMask whatIsGround; // A mask determining what is ground to the character private Transform groundCheck; // A position marking where to check if the player is grounded. private float groundedRadius = .2f; // Radius of the overlap circle to determine if grounded private bool grounded = false; // Whether or not the player is grounded. private Transform ceilingCheck; // A position marking where to check for ceilings private float ceilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up private Animator anim; // Reference to the player's animator component. Transform playerGraphics; // Reference to the graphics so we can change direction private void Awake() { // Setting up references. groundCheck = transform.Find("GroundCheck"); ceilingCheck = transform.Find("CeilingCheck"); anim = GetComponent(); playerGraphics = Transform.FindChild ("Graphics"); if (playerGraphics == null) ( Debug.LogError ("Let's Freak Out!There Is No 'Graphics' Object As a Child Of The Player") ) private void FixedUpdate() { // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground grounded = Physics2D.OverlapCircle(groundCheck.position, groundedRadius, whatIsGround); anim.SetBool("Ground", grounded); // Set the vertical animation anim.SetFloat("vSpeed", rigidbody2D.velocity.y); } public void Move(float move, bool crouch, bool jump) { // If crouching, check to see if the character can stand up if (!crouch && anim.GetBool("Crouch")) { // If the character has a ceiling preventing them from standing up, keep them crouching if (Physics2D.OverlapCircle(ceilingCheck.position, ceilingRadius, whatIsGround)) crouch = true; } // Set whether or not the character is crouching in the animator anim.SetBool("Crouch", crouch); //only control the player if grounded or airControl is turned on if (grounded || airControl) { // Reduce the speed if crouching by the crouchSpeed multiplier move = (crouch ? move*crouchSpeed : move); // The Speed animator parameter is set to the absolute value of the horizontal input. anim.SetFloat("Speed", Mathf.Abs(move)); // Move the character rigidbody2D.velocity = new Vector2(move*maxSpeed, rigidbody2D.velocity.y); // If the input is moving the player right and the player is facing left... if (move > 0 && !facingRight) // ... flip the player. Flip(); // Otherwise if the input is moving the player left and the player is facing right... else if (move < 0 && facingRight) // ... flip the player. Flip(); } // If the player should jump... if (grounded && jump && anim.GetBool("Ground")) { // Add a vertical force to the player. grounded = false; anim.SetBool("Ground", false); rigidbody2D.AddForce(new Vector2(0f, jumpForce)); } } private void Flip() { // Switch the way the player is labelled as facing. facingRight = !facingRight; // Multiply the player's x local scale by -1. Vector3 theScale = playerGraphics.localScale; theScale.x *= -1; playerGraphics.localScale = theScale; } } }

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