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Script Errors!

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------------------------------------------------------------------------------ Player Physics ------------------------------------------------------------------------------ using UnityEngine; using System.Collections; public class PlayerPhysics : MonoBehaviour { public LayerMask collisionMask; private BoxCollider collider; private Vector3 size; private Vector3 center; private float skin = .005f; [HideInInspector] public bool grounded; Ray ray; RaycastHit hit; void Start() { collider = GetComponent(); s = gameObject.collider.size; c = gameObject.collider.center; } public void Move(Vector2 moveAmount) { float deltaX = moveAmount.x; float deltaY = moveAmount.y; Vector2 p = transform.position; grounded = false for (int i = 0; i<=3; i ++) { float dir = Mathf.Sign(deltaY); float x = (p.x + c.x - s.x/2) + s.x/2 * i; // Left, centre and then rightmost point of collider float y = p.y + c.y + s.y/2 * dir; // Bottom of collider ray = new Ray(new Vector2(x,y), new Vector2(0, dir)); if (Physics.Raycast(ray,out hit,Mathf.Abs(deltaY),collisionMask)) { // Get distance between player and ground! float dst = Vector3.Distance (ray.origin, hit.point); // Stop player's downwards movement after coming within skin width of a collider. if (dst > skin) { deltaY = -dst + skin; } else { deltaY = 0; } grounded = true; break; } } Vector2 finalTransform = new Vector2(deltaX,deltaY); transform.Translate(finalTransform); } } ------------------------------------------------------------------------------ Player Controller ------------------------------------------------------------------------------ using UnityEngine; using System.Collections; [RequireComponent(typeof(PlayerPhysics))] public class PlayerController : MonoBehaviour { // Player Handling public float gravity = 20; public float speed = 8; public float acceleration = 12; private float currentSpeed; private float targetSpeed; private Vector2 amountToMove; private PlayerPhysics playerPhysics; void Start () { playerPhysics = GetComponent(); } void Update () { targetSpeed = Input.GetAxisRaw("Horizontal") * speed; currentSpeed = IncrementTowards(currentSpeed, targetSpeed,acceleration); if (playerPhysics.grounded) { amountToMove.y = 0; // Jump if (Input.GetButtonDown("Jump")) { amountToMove.y = jumpHeight; amountToMove.x = currentSpeed; amountToMove.y -= gravity * UnityEngine.Time.deltaTime; playerPhysics.Move(amountToMove * UnityEngine.Time.deltaTime); } //Increase n towards target by speed private float IncrementTowards(float n, float target, float a) { if (n == target) { return n; } else { float dir = Mathf.Sign(target - n); // Must n be increased or decreased to get closer to target n += a * UnityEngine.Time.deltaTime * dir; return (dir == Mathf.Sign(target-n))? n: target; // If n has passed target then return target, otherwise return n } } } Is there any errors you can see and/or match these? Assets/Scripts/PlayerController.cs(39,15): error CS1525: Unexpected symbol `private' Assets/Scripts/PlayerPhysics.cs(34,19): error CS1525: Unexpected symbol `for' Assets/Scripts/PlayerPhysics.cs(34,37): error CS0201: Only assignment, call, increment, decrement, and new object expressions can be used as a statement Assets/Scripts/PlayerPhysics.cs(34,43): error CS1525: Unexpected symbol `)', expecting `;' Assets/Scripts/PlayerPhysics.cs(63,36): error CS1519: Unexpected symbol `(' in class, struct, or interface member declaration Assets/Scripts/PlayerPhysics.cs(63,51): error CS1519: Unexpected symbol `)' in class, struct, or interface member declaration Assets/Scripts/PlayerPhysics.cs(65,1): error CS8025: Parsing error I've been through the code multiple times and cant find a solution to what's wrong and how to fix it.

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