followed a tutorial and got the following errors on lines 62 and 47 with "a namespace cannot directly contain members such as fields or methods
code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Movementcontroller : MonoBehaviour
{
private float InputX, InputZ, Speed;
private Camera cam;
private Vector3 desiredMoveDirection;
[SerializeField] float rotationSpeed = 0.3f;
[SerializeField] float allowRotation = 0.1f;
[SerializeField] float movementSpeed = 1f;
// Start is called before the first frame update
void Start()
{
characterController = GetComponent();
cam = Camera.main;
}
// Update is called once per frame
void Update()
{
InputX = Input.GetAxis("Horizontal");
InputZ = Input.GetAxis("Vertical");
InputDecider();
MovementManager();
}
void InputDecider()
{
Speed = new Vector2(InputX, InputZ).sqrMagnitude;
if(Speed > allowRotation )
{
RotationManager();
else {
desiredMoveDirection = Vector3.zero;
}
}
}
void RotationManager()
{
var forward = cam.transform.forward;
var right = cam.transform.right;
forward.y = 0;
right.y = 0;
forward.Normalize();
right.Normalize();
desiredMoveDirection = forward * InputZ + right * InputX;
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(desiredMoveDirection), rotationSpeed);
}
void movementManager() {
Vector3 moveDirection = desiredMoveDirection * (movementSpeed * Time.deltaTime);
}
,i followed a tutorial but am getting errors on lines 47 with a name space cannot directly contain members such fields or methods,and on line 62
heres the code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Movementcontroller : MonoBehaviour
{
private float InputX, InputZ, Speed;
private Camera cam;
private Vector3 desiredMoveDirection;
[SerializeField] float rotationSpeed = 0.3f;
[SerializeField] float allowRotation = 0.1f;
[SerializeField] float movementSpeed = 1f;
// Start is called before the first frame update
void Start()
{
characterController = GetComponent();
cam = Camera.main;
}
// Update is called once per frame
void Update()
{
InputX = Input.GetAxis("Horizontal");
InputZ = Input.GetAxis("Vertical");
InputDecider();
MovementManager();
}
void InputDecider()
{
Speed = new Vector2(InputX, InputZ).sqrMagnitude;
if(Speed > allowRotation )
{
RotationManager();
else {
desiredMoveDirection = Vector3.zero;
}
}
}
void RotationManager()
{
var forward = cam.transform.forward;
var right = cam.transform.right;
forward.y = 0;
right.y = 0;
forward.Normalize();
right.Normalize();
desiredMoveDirection = forward * InputZ + right * InputX;
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation(desiredMoveDirection), rotationSpeed);
}
void movementManager() {
Vector3 moveDirection = desiredMoveDirection * (movementSpeed * Time.deltaTime);
}
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