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ERROR: missing field exception

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I'm making a TD game, but there is a error that occurs every time I press play and a cube with an enemy tag enters the trigger collider - what the range of my tower is.> MissingFieldException: UnityEngine.Vector3.position Boo.Lang.Runtime.DynamicDispatching.PropertyDispatcherFactory.FindExtension (IEnumerable`1 candidates) Boo.Lang.Runtime.DynamicDispatching.PropertyDispatcherFactory.Create (SetOrGet gos) Boo.Lang.Runtime.DynamicDispatching.PropertyDispatcherFactory.CreateGetter () Boo.Lang.Runtime.RuntimeServices.DoCreatePropGetDispatcher (System.Object target, System.Type type, System.String name) Boo.Lang.Runtime.RuntimeServices.CreatePropGetDispatcher (System.Object target, System.String name) Boo.Lang.Runtime.RuntimeServices+c__AnonStorey17.<>m__C () Boo.Lang.Runtime.DynamicDispatching.DispatcherCache.Get (Boo.Lang.Runtime.DynamicDispatching.DispatcherKey key, Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory factory) Boo.Lang.Runtime.RuntimeServices.GetDispatcher (System.Object target, System.String cacheKeyName, System.Type[] cacheKeyTypes, Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory factory) Boo.Lang.Runtime.RuntimeServices.GetDispatcher (System.Object target, System.Object[] args, System.String cacheKeyName, Boo.Lang.Runtime.DynamicDispatching.DispatcherFactory factory) Boo.Lang.Runtime.RuntimeServices.GetProperty (System.Object target, System.String name) UnityScript.Lang.UnityRuntimeServices.GetProperty (System.Object target, System.String name) And this is my script (javaScript): var bullet : GameObject; //tower objects var frame : GameObject; var barrel : GameObject; var muzzlePositions : Transform[]; //Tower reload var reloadTime : float; var firePauseTime : float = 0.5f; private var nextFireTime : float; private var nextMoveTime : float; //rest var building : boolean = false; //true while building var shootSound : AudioClip; //positions en rotations var rotationSpeed : int; private var myTarget : Transform; private var horizontalRotation : Quaternion; private var verticalRotation : Quaternion; function FixedUpdate () { if (!building) { if (myTarget) { if (Time.time >= nextMoveTime) { Aim(myTarget.position); } if (Time.time >= nextFireTime) { Fire(); } } } } function OnTriggerEnter (other : Collider) { if (other.tag == "enemy") { myTarget = other.gameObject.transform; nextFireTime = Time.time + reloadTime; } } function OnTriggerExit (other : Collider) { if (other.gameObject.transform == myTarget) { myTarget = null; } } function Aim (targetPosition : Vector3) { horizontalRotation = Quaternion.LookRotation(Vector3(targetPosition.position.x, 0, targetPosition.position.z)); verticalRotation = Quaternion.LookRotation(Vector3(0, targetPosition.position.y, 0)); frame.rotation = Quaternion.Lerp(frame.rotation, horizontalRotation, Time.deltaTime * rotationSpeed); barrel.rotation = Quaternion.Lerp(barrel.rotation, verticalRotation, Time.deltaTime * rotationSpeed); } function Fire () { //audio.Play(shootSound); <- this won't work because 'no apropiate version' nextFireTime = Time.time + reloadTime; nextMoveTime = Time.time + firePauseTime; for (muzzles in muzzlePositions) { Instantiate(bullet, muzzles.position, muzzles.rotation); } }

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