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Code Errors. Please Help Its For a Assignment,Code Help

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Hi, I've been designing my 2D platform game for a school assignment and I've just started working on character movement, I have requested my teachers help and she only says to go watch youtube, she has no idea how to teach so I fear I will fail this class. if you can help me please help asap, thank you so much ERRORS Assets/KnightController.cs(46,8): error CS1501: No overload for method `SetFloat' takes `1' arguments Assets/KnightController.cs(46,27): error CS1061: Type `string' does not contain a definition for `GetComponent' and no extension method `GetComponent' of type `string' could be found. Are you missing an assembly reference? CODE using System.Collections; using System.Collections.Generic; using UnityEngine; public class KnightController : MonoBehaviour { //how fast the knight can move public float topSpeed =10f; //tell the sprite which way it is pointing bool facingRight = true; //get reference to animator Animator anim; //not grounded bool grounded = false; //transform at knights foot to see if he is touching the ground public Transform GroundCheck; //how big the circle is going to be when checking for ground float groundRadius = 0.2f; //force of the jump public float jumpForce = 700f; //what layer is considered ground public LayerMask whatIsGround; void Start() { anim = GetComponent(); } //physics in fixed update void FixedUpdate() { //true or false, did the ground transform hit the ground with the ground radius grounded = Physics2D.OverlapCircle(GroundCheck.position, groundRadius, whatIsGround); //tell animator grounded anim.SetBool("Ground", grounded); //get how fast moving up or down from Rigidbody anim.SetFloat("vSpeed". GetComponent().velocity.y); //get move direction float move = Input.GetAxis("Horizontal"); //add velocity to the ridgidbody in the move direction * our speed GetComponent().velocity = new Vector2(move * topSpeed, GetComponent().velocity.y); anim.SetFloat("Speed", Mathf.Abs(move)); //if we're facing the nevagtive direction and not facing right, flip if(move > 0 && !facingRight) flip(); else if(move < 0 && facingRight) flip(); } void Update() { if(grounded && Input.GetKeyDown(KeyCode.Space)) { //not on the ground anim.SetBool("Ground", false); //Add Jump Force To The Y axis GetComponent().AddForce(new Vector2(0, jumpForce)); } } void flip() { //saying we are facing the opposite direction facingRight = !facingRight; //get the local scale Vector3 theScale = transform.localScale; //flip on x axis theScale.x *= -1; //apply to the local scale transform.localScale = theScale; } }

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