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How do I fix this,What is wrong with this?

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using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class Spawner : MonoBehaviour { public Wave[] waves; public Enemy enemy; LivingEntity playerEntity; Transform playerT; Wave currentWave; int currentWaveNumber; int enemiesRemainingToSpawn; int enemiesRemainingAlive; float nextSpawnTime; MapGenerator map; float timeBetweenCampingChecks = 2; float campThresholdDistance = 1.5f; float nextCampCheckTime; Vector3 campPositionOld; bool isCamping; void Start() { playerEntity = FindObjectOfType(); playerT = playerEntity.transform; nextCampCheckTime = timeBetweenCampingChecks + Time.time; campPositionOld = playerT.position; map = FindObjectOfType(); NextWave(); } void Update() { if (enemiesRemainingToSpawn > 0 && Time.time > nextSpawnTime) { enemiesRemainingToSpawn--; nextSpawnTime = Time.time + currentWave.timeBeetweenSpawns; StartCoroutine(SpawnEnemy()); } } IEnumerator SpawnEnemy() { float spawnDelay = 1; float tileFlashSpeed = 4; Transform spawnTile = map.GetRandomOpenTile(); if (isCamping) { spawnTile = map.GetTileFromPosition(playerT.position); } Material tileMat = spawnTile.GetComponent().material; Color initialColour = tileMat.color; Color flashColour = Color.red; float spawnTimer = 0; while (spawnTimer < spawnDelay) { tileMat.color = Color.Lerp(initialColour, flashColour, Mathf.PingPong(spawnTimer * tileFlashSpeed, 1)); spawnTimer += Time.deltaTime; yield return null; } Enemy spawnedEnemy = Instantiate(enemy, spawnTile.position + Vector3.up, Quaternion.identity) as Enemy; spawnedEnemy.OnDeath += OnEnemyDeath; } void OnEnemyDeath() { enemiesRemainingAlive--; if (enemiesRemainingAlive == 0) { NextWave(); } } void NextWave() { currentWaveNumber++; print("Wave: " + currentWaveNumber); if (currentWaveNumber - 1 < waves.Length) { currentWave = waves[currentWaveNumber - 1]; enemiesRemainingToSpawn = currentWave.enemyCount; enemiesRemainingAlive = enemiesRemainingToSpawn; } } [System.Serializable] public class Wave { public int enemyCount; public float timeBeetweenSpawns; } } It says Assets/Scripts/Spawner.cs(32,41): error CS0246: The type or namespace name 'Player' could not be found (are you missing a using directive or an assembly reference?) , using UnityEngine; using System.Collections; public class Spawner : MonoBehaviour { public Wave[] waves; public Enemy enemy; LivingEntity playerEntity; Transform playerT; Wave currentWave; int currentWaveNumber; int enemiesRemainingToSpawn; int enemiesRemainingAlive; float nextSpawnTime; MapGenerator map; float timeBetweenCampingChecks = 2; float campThresholdDistance = 1.5f; float nextCampCheckTime; Vector3 campPositionOld; bool isCamping; bool isDisabled; void Start() { playerEntity = FindObjectOfType (); playerT = playerEntity.transform; nextCampCheckTime = timeBetweenCampingChecks + Time.time; campPositionOld = playerT.position; playerEntity.OnDeath += OnPlayerDeath; map = FindObjectOfType (); NextWave (); } void Update() { if (!isDisabled) { if (Time.time > nextCampCheckTime) { nextCampCheckTime = Time.time + timeBetweenCampingChecks; isCamping = (Vector3.Distance (playerT.position, campPositionOld) < campThresholdDistance); campPositionOld = playerT.position; } if (enemiesRemainingToSpawn > 0 && Time.time > nextSpawnTime) { enemiesRemainingToSpawn--; nextSpawnTime = Time.time + currentWave.timeBetweenSpawns; StartCoroutine (SpawnEnemy ()); } } } IEnumerator SpawnEnemy() { float spawnDelay = 1; float tileFlashSpeed = 4; Transform spawnTile = map.GetRandomOpenTile (); if (isCamping) { spawnTile = map.GetTileFromPosition(playerT.position); } Material tileMat = spawnTile.GetComponent ().material; Color initialColour = tileMat.color; Color flashColour = Color.red; float spawnTimer = 0; while (spawnTimer < spawnDelay) { tileMat.color = Color.Lerp(initialColour,flashColour, Mathf.PingPong(spawnTimer * tileFlashSpeed, 1)); spawnTimer += Time.deltaTime; yield return null; } Enemy spawnedEnemy = Instantiate(enemy, spawnTile.position + Vector3.up, Quaternion.identity) as Enemy; spawnedEnemy.OnDeath += OnEnemyDeath; } void OnPlayerDeath() { isDisabled = true; } void OnEnemyDeath() { enemiesRemainingAlive --; if (enemiesRemainingAlive == 0) { NextWave(); } } void NextWave() { currentWaveNumber ++; print ("Wave: " + currentWaveNumber); if (currentWaveNumber - 1 < waves.Length) { currentWave = waves [currentWaveNumber - 1]; enemiesRemainingToSpawn = currentWave.enemyCount; enemiesRemainingAlive = enemiesRemainingToSpawn; } } [System.Serializable] public class Wave { public int enemyCount; public float timeBetweenSpawns; } } It says Assets/Scripts/Spawner.cs(30,35): error CS0246: The type or namespace name 'Player' could not be found (are you missing a using directive or an assembly reference?)

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