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infinite runner HELP

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this is my code but there a 2 problems that wont let me start. the problems are; Assets/Sample Assets/2D/Scripts/PlatformerCharacter2D.cs(90,76): error CS1526: A new expression requires () or [] after type Assets/Sample Assets/2D/Scripts/PlatformerCharacter2D.cs(90,76): error CS8032: Internal compiler error during parsing, Run with -v for details using UnityEngine; public class PlatformerCharacter2D : MonoBehaviour { bool facingRight = true; // For determining which way the player is currently facing. [SerializeField] float maxSpeed = 10f; // The fastest the player can travel in the x axis. [SerializeField] float jumpForce = 400f; // Amount of force added when the player jumps. [Range(0, 1)] [SerializeField] float crouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100% [SerializeField] bool airControl = false; // Whether or not a player can steer while jumping; [SerializeField] LayerMask whatIsGround; // A mask determining what is ground to the character Transform groundCheck; // A position marking where to check if the player is grounded. float groundedRadius = .2f; // Radius of the overlap circle to determine if grounded bool grounded = false; // Whether or not the player is grounded. Transform ceilingCheck; // A position marking where to check for ceilings float ceilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up Animator anim; // Reference to the player's animator component. bool doubleJump = false; void Awake() { // Setting up references. groundCheck = transform.Find("GroundCheck"); ceilingCheck = transform.Find("CeilingCheck"); anim = GetComponent(); } 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); if (grounded) doubleJump = false; } 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 || !doubleJump) && jump) { // Add a vertical force to the player. anim.SetBool("Ground", false); rigidbody2D.velocity = new Vector2 (rigidbody2D.velocity.x, 0); rigidbody2D.AddForce (new Vector2 (Of (jumpForce ); if(!grounded) doubleJump = true; } } void Flip () { // Switch the way the player is labelled as facing. facingRight = !facingRight; // Multiply the player's x local scale by -1. Vector3 theScale = transform.localScale; theScale.x *= -1; transform.localScale = theScale; } } PLEASE someone help me i was really annoyed when it didnt work, i was up VERY late trying to do it.

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