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I can't figure this out. I have Unity 5.3.1 and this error keeps popping up. error CS0029

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here is the Script: using UnityEngine; using System.Collections; public class Enemy : MonoBehaviour { public float moveSpeed = 2f; // The speed the enemy moves at. public int HP = 2; // How many times the enemy can be hit before it dies. public Sprite deadEnemy; // A sprite of the enemy when it's dead. public Sprite damagedEnemy; // An optional sprite of the enemy when it's damaged. public AudioClip[] deathClips; // An array of audioclips that can play when the enemy dies. public GameObject hundredPointsUI; // A prefab of 100 that appears when the enemy dies. public float deathSpinMin = -100f; // A value to give the minimum amount of Torque when dying public float deathSpinMax = 100f; // A value to give the maximum amount of Torque when dying private SpriteRenderer ren; // Reference to the sprite renderer. private Transform frontCheck; // Reference to the position of the gameobject used for checking if something is in front. private bool dead = false; // Whether or not the enemy is dead. private Score score; // Reference to the Score script. void Awake() { // Setting up the references. ren = transform.Find("body").GetComponent(); frontCheck = transform.Find("frontCheck").transform; score = GameObject.Find("Score").GetComponent(); } void FixedUpdate () { // Create an array of all the colliders in front of the enemy. Collider2D[] frontHits = Physics2D.OverlapPointAll(frontCheck.position, 1); // Check each of the colliders. foreach(Collider2D c in frontHits) { // If any of the colliders is an Obstacle... if(c.tag == "Obstacle") { // ... Flip the enemy and stop checking the other colliders. Flip (); break; } } // Set the enemy's velocity to moveSpeed in the x direction. GetComponent().velocity = new Vector2(transform.localScale.x * moveSpeed, GetComponent().velocity.y); // If the enemy has one hit point left and has a damagedEnemy sprite... if(HP == 1 && damagedEnemy != null) // ... set the sprite renderer's sprite to be the damagedEnemy sprite. ren.sprite = damagedEnemy; // If the enemy has zero or fewer hit points and isn't dead yet... if(HP <= 0 && !dead) // ... call the death function. Death (); } public void Hurt() { // Reduce the number of hit points by one. HP--; } void Death() { // Find all of the sprite renderers on this object and it's children. SpriteRenderer[] otherRenderers = GetComponentsInChildren(); // Disable all of them sprite renderers. foreach(SpriteRenderer s in otherRenderers) { s.enabled = false; } // Re-enable the main sprite renderer and set it's sprite to the deadEnemy sprite. ren.enabled = true; ren.sprite = deadEnemy; // Increase the score by 100 points score.score += 100; // Set dead to true. dead = true; // Allow the enemy to rotate and spin it by adding a torque. GetComponent().constraints = false; GetComponent().AddTorque(Random.Range(deathSpinMin,deathSpinMax)); // Find all of the colliders on the gameobject and set them all to be triggers. Collider2D[] cols = GetComponents(); foreach(Collider2D c in cols) { c.isTrigger = true; } // Play a random audioclip from the deathClips array. int i = Random.Range(0, deathClips.Length); AudioSource.PlayClipAtPoint(deathClips[i], transform.position); // Create a vector that is just above the enemy. Vector3 scorePos; scorePos = transform.position; scorePos.y += 1.5f; // Instantiate the 100 points prefab at this point. Instantiate(hundredPointsUI, scorePos, Quaternion.identity); } public void Flip() { // Multiply the x component of localScale by -1. Vector3 enemyScale = transform.localScale; enemyScale.x *= -1; transform.localScale = enemyScale; } } The Error is on (89, 45) plz help

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