I've been using a tutorial guide for the game I'm making to figure out the basics and I ran into 2 errors while coding the collisions:
Invalid token "{" in class, struct, or interface member of declaration and
Type or namespace definition, or end of file expected.
Here is the code:
using UnityEngine;
public class PlayerCollision : MonoBehaviour
{
public PlayerMovement movement;
{
void OnCollisionEnter (Collision collisonInfo)
{
if (collisonInfo.collider.tag == "Obstacles")
movement.enabled = false;
}
}
}
Looks like you have too many curly braces:
public class PlayerCollision : MonoBehaviour
{
public PlayerMovement movement;
void OnCollisionEnter(Collision collisonInfo)
{
if (collisonInfo.collider.tag == "Obstacles")
movement.enabled = false;
}
}
Related
So i made a starter game from brackeys and i get 3 errors please help me
Script:GameManager
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameManager : MonoBehaviour
{
public bool gameHasEnded = false;
public float restartDelay = 1f;
public void CompleteLevel ()
{
Debug.Log("LEVEL COMPLETE");
}
public void EndGame ()
{
if (gameHasEnded == false)
{
gameHasEnded = true;
Debug.Log("GAME OVER");
Invoke("Restart", restartDelay);
}
}
void Restart ()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
}
script:EndTriger
using UnityEngine;
public class EndTriger : MonoBehaviour
public GameManager gameManager;
{
void OnTriggerEnter()
{
gameManager.CompleteLevel();
}
}
EndTriger:
using UnityEngine;
public class EndTriger : MonoBehaviour
{
public GameManager gameManager;
void OnTriggerEnter()
{
gameManager.CompleteLevel();
}
}
Assets\Scripts\Wood.cs(32,9): error CS0201: Only assignment, call, increment, decrement, await, and new object expressions can be used as a statement
Well I'm trying to take the bool hasTorch and put it in the script Wood.cs to know if the player has a torch or not.
(I'm new so it's probably easy to fix, I just don't know :c)
Script 1 (Chest.cs):
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Chest : MonoBehaviour
{
public Sprite openChest;
public GameObject chest1;
public GameObject chestBox;
public GameObject torch;
public bool hasTorch = false;
public GameObject darkness;
public GameObject chatBox;
private void OnTriggerEnter2D(Collider2D other)
{
chest1.GetComponent<SpriteRenderer>().sprite = openChest;
torch.SetActive(true);
chatBox.SetActive(true);
darkness.SetActive(false);
chestBox.SetActive(false);
hasTorch = true;
}
public void Close()
{
chatBox.SetActive(false);
}
}
Script 1 (Wood.cs):
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Wood : MonoBehaviour
{
public GameObject chestScript;
public Chest script;
public GameObject chatBox;
private void OnTriggerEnter2D(Collider2D other)
{
if (script.hasTorch == true)
{
chatBox.SetActive(true);
}
if (script.hasTorch == true)
{
chatBox.SetActive(true);
}
}
public void Close()
{
chatBox.SetActive(false);
}
void Start(){
chestScript.GetComponentInChildren<Chest>().hasTorch;
}
}
This line does not do anything (not a valid statement, as the error suggests):
chestScript.GetComponentInChildren<Chest>().hasTorch;
you could Log it or set it to true/false like this (a valid assignment):
chestScript.GetComponentInChildren<Chest>().hasTorch = false;
You have created a variable of type Chest but have not told Unity which Chest instance you want to access. Imagine you had a couple of GameObjects, all with this script attached, each with a different value for hasTorch. Unity wouldn't know which instance you have in mind, that is why you have to specifically assign the value.
All you have to do is to add this line into the Start() method:
script = someKindOfaGameObject.GetComponent<Chest>();
From now on you should be able to access all the public variables in the Chest script using script.variable syntax.
This code here doesn't work, I don't get any errors, but the scripts doesn't print "End" in the console when my player hits something, here's the code:
using UnityEngine;
public class GameManager : MonoBehaviour
{
public void End(){
Debug.Log("End");
}
}
and on another script:
using UnityEngine;
public class PlayerCollision3 : MonoBehaviour
{
public Move movement;
void OnCollisionEnter (Collision collisionInfo) {
if (collisionInfo.collider.tag == "obsik"){
movement.enabled = false;
FindObjectOfType<GameManager>().End();
}
}
}
Getting this while trying to make a game on Unity, I pretty much copied this code from a source, yet it's still not working can anyone explain why?
It's underlined green and its speed;
This is also happening on another field labled backgroundElements;
public class BackgroundElement : MonoBehaviour{
[SerializeField]
private float **speed;**
public void Move()
{
transform.Translate(Vector2.left * speed * Time.smoothDeltaTime);
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviour
{
[SerializeField]
private BackgroundElement[] backgroundElements;
void Start()
{
}
void Update()
{
if (true)
{
foreach (BackgroundElement element in backgroundElements)
{
element.Move();
}
}
}
}
In unity, I'm trying to make a press of a button increase the speed of the player. However, each time I run it. It gives me:
Error CS0120: An object reference is required for the non-static
field, method, or property 'PlayerController.speed'
I've already tried changing order of the code, so what could I do?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Upgrader1 : MonoBehaviour
{
void Start()
{
GameObject Player = GameObject.Find("Player");
PlayerController PlayerController = Player.GetComponent<PlayerController>();
}
public void Upgrade1()
{
PlayerController.speed++;
}
}
public class Upgrader1 : MonoBehaviour
{
PlayerController PlayerController; //It should be member variable
void Start()
{
GameObject Player = GameObject.Find("Player");
PlayerController = Player.GetComponent<PlayerController>();
}
public void Upgrade1()
{
PlayerController.speed++;
}
}
it's always a good thing to use proper naming conventions.
PlayerController _PlayerController;
void Start() {
GameObject Player = GameObject.Find("Player");
_PlayerController = Player.GetComponent<PlayerController>();
}
public void UpgradeSpeed() // I changed the name according to its functionality
{
_PlayerController.speed++;
}
With this, you won't put PlayerController class reference again by mistake.