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Question by sndgrl · May 03, 2016 at 03:28 PM · error messageparsing error

error CS8025: Parsing error

Hi, I am getting a parsing error when I am trying to add a random array to my footsteps in the stealth tutorial. Any ideas?

 using UnityEngine;
     using System.Collections;
     
     public class DonePlayerMovement : MonoBehaviour
     {
         public AudioClip shoutingClip;        // Audio clip of the player shouting.
         public float turnSmoothing = 15f;    // A smoothing value for turning the player.
         public float speedDampTime = 0.1f;    // The damping for the speed parameter
     
     
         
         private Animator anim;                // Reference to the animator component.
         private DoneHashIDs hash;            // Reference to the HashIDs.
         
         
         void Awake ()
         {
             // Setting up the references.
             anim = GetComponent<Animator>();
             hash = GameObject.FindGameObjectWithTag(DoneTags.gameController).GetComponent<DoneHashIDs>();
             
             // Set the weight of the shouting layer to 1.
             anim.SetLayerWeight(1, 1f);
         }
         
         
         void FixedUpdate ()
         {
             // Cache the inputs.
             float h = Input.GetAxis("Horizontal");
             float v = Input.GetAxis("Vertical");
             bool sneak = Input.GetButton("Sneak");
             
             MovementManagement(h, v, sneak);
         }
         
         
         void Update ()
         {
             // Cache the attention attracting input.
             bool shout = Input.GetButtonDown("Attract");
             
             // Set the animator shouting parameter.
             anim.SetBool(hash.shoutingBool, shout);
             
             AudioManagement(shout);
         }
         
         
         void MovementManagement (float horizontal, float vertical, bool sneaking)
         {
             // Set the sneaking parameter to the sneak input.
             anim.SetBool(hash.sneakingBool, sneaking);
             
             // If there is some axis input...
             if(horizontal != 0f || vertical != 0f)
             {
                 // ... set the players rotation and set the speed parameter to 5.5f.
                 Rotating(horizontal, vertical);
                 anim.SetFloat(hash.speedFloat, 5.5f, speedDampTime, Time.deltaTime);
             }
             else
                 // Otherwise set the speed parameter to 0.
                 anim.SetFloat(hash.speedFloat, 0);
         }
         
         
         void Rotating (float horizontal, float vertical)
         {
             // Create a new vector of the horizontal and vertical inputs.
             Vector3 targetDirection = new Vector3(horizontal, 0f, vertical);
             
             // Create a rotation based on this new vector assuming that up is the global y axis.
             Quaternion targetRotation = Quaternion.LookRotation(targetDirection, Vector3.up);
             
             // Create a rotation that is an increment closer to the target rotation from the player's rotation.
             Quaternion newRotation = Quaternion.Lerp(GetComponent<Rigidbody>().rotation, targetRotation, turnSmoothing * Time.deltaTime);
             
             // Change the players rotation to this new rotation.
             GetComponent<Rigidbody>().MoveRotation(newRotation);
         }
         
         
         void AudioManagement (bool shout)
         {
             // If the player is currently in the run state...
             if(anim.GetCurrentAnimatorStateInfo(0).nameHash == hash.locomotionState)
             {
                 // ... and if the footsteps are not playing...
                 if(!GetComponent<AudioSource>().isPlaying)
             
                     // ... play them.
                     //GetComponent<AudioSource>().Play();
                     GetComponent<AudioSource>().PlayOneShot(player_footsteps[Random.RandomRange[0, clips.Length]);
     
     
             }
             else
                         // Otherwise stop the footsteps.
                 GetComponent<AudioSource>().Stop();
             
             // If the shout input has been pressed...
             if(shout)
                 // ... play the shouting clip where we are.
                 AudioSource.PlayClipAtPoint(shoutingClip, transform.position);
             
           
         }
       }
             
 

   
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Answer by Jessespike · May 03, 2016 at 05:17 PM

The last function is missing curly braces. This is why it's best to always define the scope of statements. Add curly braces "{ }" to the if-else-statements and the error is resolved.

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