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Tanks Tutorial : The name `m_Firebutton' does not exist in the current context

Hello, I have been following the tank tutorial and I have the following error: The name `m_Firebutton' does not exist in the current context I have tried assigning it a "" value at declaration but that doesn't seem to work either. My code is following, any help is greatly appreciated! Ryan using UnityEngine; using UnityEngine.UI; public class TankShooting : MonoBehaviour { public int m_PlayerNumber = 1; public Rigidbody m_Shell; public Transform m_FireTransform; public Slider m_AimSlider; public AudioSource m_ShootingAudio; public AudioClip m_ChargingClip; public AudioClip m_FireClip; public float m_MinLaunchForce = 15f; public float m_MaxLaunchForce = 30f; public float m_MaxChargeTime = 0.75f; private string m_FireButton = ""; private float m_CurrentLaunchForce; private float m_ChargeSpeed; private bool m_Fired; private void OnEnable() { m_CurrentLaunchForce = m_MinLaunchForce; m_AimSlider.value = m_MinLaunchForce; } private void Start() { m_FireButton = "Fire" + m_PlayerNumber; m_ChargeSpeed = (m_MaxLaunchForce - m_MinLaunchForce) / m_MaxChargeTime; } private void Update() { // Track the current state of the fire button and make decisions based on the current launch force. m_AimSlider.value = m_MinLaunchForce; if (m_CurrentLaunchForce >= m_MaxLaunchForce) { m_CurrentLaunchForce = m_MaxLaunchForce; Fire (); } else if (Input.GetButtonDown (m_Firebutton)) { m_Fired = false; m_CurrentLaunchForce = m_MinLaunchForce; m_ShootingAudio.clip = m_ChargingClip; m_ShootingAudio.Play (); } else if (Input.GetButton (m_Firebutton) && (!m_Fired)) { m_CurrentLaunchForce += m_ChargeSpeed * Time.deltaTime; m_AimSlider.value = m_CurrentLaunchForce; } else if (Input.GetButtonUp (m_Firebutton) && (!m_Fired)) { Fire (); } } private void Fire() { // Instantiate and launch the shell. Rigidbody shellInstance = Instantiate(m_Shell, m_FireTransform.position, m_FireTransform.rotation) as Rigidbody; shellInstance.velocity = m_CurrentLaunchForce * m_FireTransform.forward; m_ShootingAudio.clip = m_FireClip; m_ShootingAudio.Play (); m_CurrentLaunchForce = m_MinLaunchForce; } }

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